Difference between revisions of "Category:Action Sequences (MV)"

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{{TOCright}}
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{{Hide Sidebar}}
 +
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{| style="width: 800px;" cellspacing="0" cellpadding="0"
 +
| style="width: 100%; vertical-align: top;" |
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<youtube>https://www.youtube.com/watch?v=TIiwuJwpXQA</youtube>
 
<youtube>https://www.youtube.com/watch?v=TIiwuJwpXQA</youtube>
  
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=== Target Typing ===
 
=== Target Typing ===
  
<nowiki>
 
 
You may notice that in some of the actions below will say "refer to target
 
You may notice that in some of the actions below will say "refer to target
 
typing" which is this section right here. Here's a quick run down on the
 
typing" which is this section right here. Here's a quick run down on the
 
various targets you may select.
 
various targets you may select.
  
  user; This will select the active battler.
+
{| class="wikitable" style="width:800px"
  target, targets; These will select the active targets in question.
+
| style="padding: 10px;"| user
  actors, existing actors; These will select all living actors.
+
| style="padding: 10px;"| This will select the active battler.
  all actors; This will select all actors including dead ones.
+
|-
  dead actors: This will select only dead actors.
+
| style="padding: 10px;"| target, targets
  actors not user; This will select all living actors except for the user.
+
| style="padding: 10px;"| These will select the active targets in question.
  actor x; This will select the actor in slot x.
+
|-
  character x; This will select the specific character with actor ID x.
+
| style="padding: 10px;"| actors, existing actors
  enemies, existing enemies; This will select all living enemies.
+
| style="padding: 10px;"| These will select all living actors.
  all enemies; This will select all enemies, even dead.
+
|-
  dead enemies: This will select only dead enemies.
+
| style="padding: 10px;"| all actors
  enemies not user; This will select all enemies except for the user.
+
| style="padding: 10px;"| This will select all actors including dead ones.
  enemy x; This will select the enemy in slot x.
+
|-
  friends; This will select the battler's alive allies.
+
| style="padding: 10px;"| dead actors
  all friends; This will select the all of battler's allies, even dead.
+
| style="padding: 10px;"| This will select only dead actors.
  dead friends; This will select the battler's dead allies.
+
|-
  friends not user; This will select the battler's allies except itself.
+
| style="padding: 10px;"| actors not user
  friend x: This will select the battler's ally in slot x.
+
| style="padding: 10px;"| This will select all living actors except for the user.
  opponents; This will select the battler's alive opponents.
+
|-
  all opponents; This will select the all of the battler's opponents.
+
| style="padding: 10px;"| actor x
  dead opponents; This will select the battler's dead opponents.
+
| style="padding: 10px;"| This will select the actor in slot x.
  opponent x: This will select the battler's opponent in slot x.
+
|-
  all alive; Selects all living actors and enemies.
+
| style="padding: 10px;"| character x
  all members; Selects all living and dead actors and enemies.
+
| style="padding: 10px;"| This will select the specific character with actor ID x.
  all dead; Selects all dead actors and enemies.
+
|-
  all not user; This will select all living battlers except user.
+
| style="padding: 10px;"| enemies, existing enemies
  focus; Selects the active battler and its targets.
+
| style="padding: 10px;"| This will select all living enemies.
  not focus; Selects everything but the active battler and its targets.
+
|-
</nowiki>
+
| style="padding: 10px;"| all enemies
 +
| style="padding: 10px;"| This will select all enemies, even dead.
 +
|-
 +
| style="padding: 10px;"| dead enemies
 +
| style="padding: 10px;"| This will select only dead enemies.
 +
|-
 +
| style="padding: 10px;"| enemies not user
 +
| style="padding: 10px;"| This will select all enemies except for the user.
 +
|-
 +
| style="padding: 10px;"| enemy x
 +
| style="padding: 10px;"| This will select the enemy in slot x.
 +
|-
 +
| style="padding: 10px;"| friends
 +
| style="padding: 10px;"| This will select the battler's alive allies.
 +
|-
 +
| style="padding: 10px;"| all friends
 +
| style="padding: 10px;"| This will select the all of battler's allies, even dead.
 +
|-
 +
| style="padding: 10px;"| dead friends
 +
| style="padding: 10px;"| This will select the battler's dead allies.
 +
|-
 +
| style="padding: 10px;"| friends not user
 +
| style="padding: 10px;"| This will select the battler's allies except itself.
 +
|-
 +
| style="padding: 10px;"| friend x
 +
| style="padding: 10px;"| This will select the battler's ally in slot x.
 +
|-
 +
| style="padding: 10px;"| opponents
 +
| style="padding: 10px;"| This will select the battler's alive opponents.
 +
|-
 +
| style="padding: 10px;"| all opponents
 +
| style="padding: 10px;"| This will select the all of the battler's opponents.
 +
|-
 +
| style="padding: 10px;"| dead opponents
 +
| style="padding: 10px;"| This will select the battler's dead opponents.
 +
|-
 +
| style="padding: 10px;"| opponent x
 +
| style="padding: 10px;"| This will select the battler's opponent in slot x.
 +
|-
 +
| style="padding: 10px;"| all alive
 +
| style="padding: 10px;"| Selects all living actors and enemies.
 +
|-
 +
| style="padding: 10px;"| all members
 +
| style="padding: 10px;"| Selects all living and dead actors and enemies.
 +
|-
 +
| style="padding: 10px;"| all dead
 +
| style="padding: 10px;"| Selects all dead actors and enemies.
 +
|-
 +
| style="padding: 10px;"| all not user
 +
| style="padding: 10px;"| This will select all living battlers except user.
 +
|-
 +
| style="padding: 10px;"| focus
 +
| style="padding: 10px;"| Selects the active battler and its targets.
 +
|-
 +
| style="padding: 10px;"| not focus
 +
| style="padding: 10px;"| Selects everything but the active battler and its targets.
 +
|-
 +
| style="padding: 10px;"| prev target
 +
| style="padding: 10px;"| Requires [[Action Sequence Impact (Irina)|Action Sequence Impact]].
 +
 
 +
During <Target Actions>, this will get the previous target in the targets list.
 +
|-
 +
| style="padding: 10px;"| next target
 +
| style="padding: 10px;"| Requires [[Action Sequence Impact (Irina)|Action Sequence Impact]].
 +
 
 +
During <Target Actions>, this will get the next target in the targets list.
 +
|-
 +
| style="padding: 10px;"| $UnisonMemberX
 +
| style="padding: 10px;"| Requires [[Unison Attack (Irina)|Unison Attack]].
 +
 
 +
Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag.
 +
|-
 +
| style="padding: 10px;"| $UnisonMembers
 +
| style="padding: 10px;"| Requires [[Unison Attack (Irina)|Unison Attack]].
 +
 
 +
Returns all of the participating Unison Skill members.
 +
|}
 +
 
 +
== [[Battle Engine Core (YEP)|Battle Engine Core]] ==
  
== [[Action Cutin (Irina)|Action Cutin]] ==
+
This plugin is needed for everything here to work.
  
<html><img src='https://img.itch.zone/aW1nLzIwNDU1NDAuZ2lm/original/BfgIrx.gif' width='300'></html>
+
=== [[Action Sequence Pack 1 (YEP)|Action Sequence Pack 1]] ===
 +
<hr>
  
This section only applies to you if you use Yanfly's Battle Engine Core and its action sequences. If you don't use either, you're free to ignore this section. This part of the document will be formatted like Yanfly's Action Sequence help file to bring about a sense of familiarity.
+
<nowiki>
 +
The following contains a list of the actions you can use inside the five
 +
action sequences. Each action has a unique function and requires certain
 +
formats to operate properly.
  
<pre>
 
 
=============================================================================
 
=============================================================================
ACTION CUTIN targets: arguments
+
ACTION ANIMATION: (target), (mirror)
(optional parameters)
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TEMPLATE name
+
Plays the animation assigned to the skill/item. The animation will
IMG filename
+
automatically select the skill's/item's assigned targets. If 'target' is
HUE value
+
used, it will specify a target to play the animation on. If 'mirror' is
BLENDMODE NORMAL
+
used, it will mirror the animation.
BLENDMODE ADDITIVE
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
BLENDMODE MULTIPLY
+
Usage Example: action animation
BLENDMODE SCREEN
+
              action animation: target
BORDER THICKNESS value
+
              action animation: user, mirror
BORDER COLOR color
+
=============================================================================
SCREEN X value
+
 
SCREEN Y value
+
=============================================================================
WIDTH value
+
ACTION COMMON EVENT
HEIGHT value
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SPEED X value
+
Plays the common event found within the skill's/item's traits list. This
SPEED Y value
+
will only play the last common event on the list, following the game
SHIFT X value
+
engine's original process. Nothing else will continue on the action list
SHIFT Y value
+
until the common event is finished (unless it is a forced action, in which
SHIFT FRAMES value
+
case, it will wait until the action is complete first).
FLASH ON
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FLASH OFF
+
Usage Example: action common event
SHAKE ON
+
=============================================================================
SHAKE OFF
+
 
SOUND ON
+
=============================================================================
SOUND OFF
+
ACTION EFFECT: target
DURATION value
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
OPACITY SPEED value
+
Causes the target(s) to take damage/healing from the skill/item and
FORCED SCALE value
+
incurs any changes made to the target(s) such as buffs and states.
FORCED ANTIALIAS ON
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FORCED ANTIALIAS OFF
+
Usage Example: action effect
FORCED OFFSET x y
+
=============================================================================
 +
 
 +
=============================================================================
 +
ADD stat BUFF: target, (turns), (show)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays an action cutin during the action sequence. The action cutin will use the
+
Affects the target with 'stat' buff. Replace 'stat' with 'hp', 'mp', 'atk',
default cutin settings unless you use the optional arguments listed. The following below explain what each argument does:
+
'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after the
Template: picks a template from the Plugin Parameters matching the name used
+
target, it will buff the target by that many turns. Include 'show' and it
Img: picks a speedline graphic of a matching filename from img/pictures/
+
will show the target getting the buff applied in the battle log.
Hue: changes the speedline graphic's hue (pick a number between 0 and 360)
 
BlendMode: changes the blend mode of the speedline graphic
 
Border Thickness: changes the border thickness to 'value'
 
Border Color: changes the color of the border to 'color'
 
Screen X: sets the speedline graphic's left x position to 'value'
 
Screen Y: sets the speedline graphic's middle y position to 'value'
 
Width: sets the speedline graphic's width to 'value'
 
Height: sets the speedline graphic's height to 'value'
 
Speed X: sets the speedline's x movement speed to 'value'
 
Speed Y: sets the speedline's y movement speed to 'value'
 
Shift X: sets the distance the face cutin travels horizontally to 'value'
 
Shift Y: sets the distance the face cutin travels vertically to 'value'
 
Shift Frames: sets the time in frames the face cutin travels in 'value'
 
Flash On/Off: Turns on/off the default Screen Flash for this action cutin
 
Shake On/Off: Turns on/off the default Screen Shake for this action cutin
 
Sound On/Off: Turns on/off the default Sound Effect for this action cutin
 
Duration: sets the duration of the action cutin to 'value'
 
Opacity Speed: sets the opacity speed ford fading in/out to 'value'
 
Forced Scale: If used, forces all cutins to use this scale 'value'
 
Forced AntiAlias On/Off: If used, forces anti-alias to be on/off
 
Forced Offset: If used, forces face cutin to be offset by 'x' and 'y' pixels
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: Action Cutin User
+
Usage Example: add atk buff: user, 3, show
Action Cutin Allies: template Horizontal
+
              add def buff: target, 8
Action Cutin Targets: template Vertical, Hue 360, BlendMode Normal
 
 
=============================================================================
 
=============================================================================
</pre>
 
  
== [[Action Sequence Pack 1 (YEP)|Action Sequence Pack 1]] ==
+
=============================================================================
 
+
ADD stat DEBUFF: target, (turns), (show)
<nowiki>
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The following contains a list of the actions you can use inside the five
+
Affects the target with 'stat' debuff. Replace 'stat' with 'hp', 'mp',
action sequences. Each action has a unique function and requires certain
+
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after
formats to operate properly.
+
the target, it will debuff the target by that many turns. Include 'show' and
 +
it will show the target getting the debuff applied in the battle log.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: add atk debuff: user, 3, show
 +
              add def debuff: target, 8
 +
=============================================================================
  
 
=============================================================================
 
=============================================================================
ACTION ANIMATION: (target), (mirror)
+
ADD STATE X: target, (show)
 +
ADD STATE X, Y, Z: target (show)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays the animation assigned to the skill/item. The animation will
+
Affects the target with X state (including Y and Z if used in that format).
automatically select the skill's/item's assigned targets. If 'target' is
+
If 'show' is included, it will display any state related messages.
used, it will specify a target to play the animation on. If 'mirror' is
 
used, it will mirror the animation.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: action animation
+
Usage Example: add state 5: target
              action animation: target
+
               add state 6, 7, 8: user, show
               action animation: user, mirror
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
ACTION COMMON EVENT
+
ANIMATION X: target, (mirror)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays the common event found within the skill's/item's traits list. This
+
Plays animation X on target. 'Mirror' will cause the animation to appear
will only play the last common event on the list, following the game
+
mirrored. Keep in mind that animations played on actors will automatically
engine's original process. Nothing else will continue on the action list
+
be mirrored and setting the mirror option will reverse it and have it appear
until the common event is finished (unless it is a forced action, in which
+
unmirrored.
case, it will wait until the action is complete first).
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: action common event
+
Usage Example: animation 5: user
 +
              animation 6: target, mirror
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
ACTION EFFECT: target
+
ANIMATION WAIT: X
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the target(s) to take damage/healing from the skill/item and
+
Waits x animaiton frames. Each frame for an animation does not last one game
incurs any changes made to the target(s) such as buffs and states.
+
frame, but instead, several. To make life easier, you can use this to have
 +
the game wait x frames played for the animation.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: action effect
+
Usage Example: animation 5: user
 +
              animation 6: target, mirror
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
ADD stat BUFF: target, (turns), (show)
+
BGM: STOP
 +
BGM: MEMORIZE
 +
BGM: MEMORY
 +
BGM: filename, (volume), (pitch), (pan)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Affects the target with 'stat' buff. Replace 'stat' with 'hp', 'mp', 'atk',
+
Changes the current background music at hand. 'Stop' will stop any BGM from
'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after the
+
playing. 'Memorize' will memorize the current BGM. 'Memory' will replay the
target, it will buff the target by that many turns. Include 'show' and it
+
memorized BGM if there is one playing. If you choose a filename (without the
will show the target getting the buff applied in the battle log.
+
filename extensions), the game will play that BGM instead. Using this
 +
option opens up access to the volume, pitch, and pan control, all of which
 +
are optional to use. If no values are inputed for volume, pitch, and pan,
 +
the game will use the settings in this plugin's parameters.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add atk buff: user, 3, show
+
Usage Example: bgm: stop
               add def buff: target, 8
+
              bgm: memorize
 +
              bgm: memory
 +
              bgm: Battle7
 +
               bgm: Theme2, 80, 100, 0
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
ADD stat DEBUFF: target, (turns), (show)
+
BGS: STOP
 +
BGS: MEMORIZE
 +
BGS: MEMORY
 +
BGS: filename, (volume), (pitch), (pan)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Affects the target with 'stat' debuff. Replace 'stat' with 'hp', 'mp',
+
Changes the current background sound at hand. 'Stop' will stop any BGS from
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after
+
playing. 'Memorize' will memorize the current BGS. 'Memory' will replay the
the target, it will debuff the target by that many turns. Include 'show' and
+
memorized BGS if there is one playing. If you choose a filename (without the
it will show the target getting the debuff applied in the battle log.
+
filename extensions), the game will play that BGS instead. Using this
 +
option opens up access to the volume, pitch, and pan control, all of which
 +
are optional to use. If no values are inputed for volume, pitch, and pan,
 +
the game will use the settings in this plugin's parameters.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add atk debuff: user, 3, show
+
Usage Example: bgs: stop
               add def debuff: target, 8
+
              bgs: memorize
 +
              bgs: memory
 +
              bgs: City
 +
               bgs: Darkness, 80, 100, 0
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
ADD STATE X: target, (show)
+
BREAK ACTION
ADD STATE X, Y, Z: target (show)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Affects the target with X state (including Y and Z if used in that format).
+
This will force the remainder of the action sequences for the part of the
If 'show' is included, it will display any state related messages.
+
skill/item to shut down and be skipped.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add state 5: target
+
Usage Example: break action
              add state 6, 7, 8: user, show
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
ANIMATION X: target, (mirror)
+
CAST ANIMATION
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays animation X on target. 'Mirror' will cause the animation to appear
+
Plays an animation on the skill's user. Will not occur if the action is
mirrored. Keep in mind that animations played on actors will automatically
+
an item or the user's default normal attack.
be mirrored and setting the mirror option will reverse it and have it appear
 
unmirrored.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: animation 5: user
+
Usage Example: cast animation
              animation 6: target, mirror
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
ANIMATION WAIT: X
+
CLEAR BATTLE LOG
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits x animaiton frames. Each frame for an animation does not last one game
+
Clears all the messages at the top of the screen.
frame, but instead, several. To make life easier, you can use this to have
 
the game wait x frames played for the animation.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: animation 5: user
+
Usage Example: clear battle log
              animation 6: target, mirror
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
BGM: STOP
+
CHANGE SWITCH X: on/off/toggle/switch z
BGM: MEMORIZE
+
CHANGE SWITCH X..Y: on/off/toggle/switch z
BGM: MEMORY
+
CHANGE SWITCH X TO Y: on/off/toggle/switch z
BGM: filename, (volume), (pitch), (pan)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the current background music at hand. 'Stop' will stop any BGM from
+
Changes Game Switch X to on, off, toggle (switching between on/off), or
playing. 'Memorize' will memorize the current BGM. 'Memory' will replay the
+
to whatever value the switch y is.
memorized BGM if there is one playing. If you choose a filename (without the
 
filename extensions), the game will play that BGM instead. Using this
 
option opens up access to the volume, pitch, and pan control, all of which
 
are optional to use. If no values are inputed for volume, pitch, and pan,
 
the game will use the settings in this plugin's parameters.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: bgm: stop
+
Usage Example: change switch 1: on
               bgm: memorize
+
               change switch 2..4: off
               bgm: memory
+
               change switch 5 to 8: toggle
               bgm: Battle7
+
               change switch 9: switch 5
              bgm: Theme2, 80, 100, 0
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
BGS: STOP
+
CHANGE VARIABLE X = Y
BGS: MEMORIZE
+
CHANGE VARIABLE X += Y
BGS: MEMORY
+
CHANGE VARIABLE X -= Y
BGS: filename, (volume), (pitch), (pan)
+
CHANGE VARIABLE X *= Y
 +
CHANGE VARIABLE X /= Y
 +
CHANGE VARIABLE X %= Y
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the current background sound at hand. 'Stop' will stop any BGS from
+
Changes variable X in the middle of the action sequence to be modified
playing. 'Memorize' will memorize the current BGS. 'Memory' will replay the
+
by value Y. Y can be either an integer or a piece of code.
memorized BGS if there is one playing. If you choose a filename (without the
 
filename extensions), the game will play that BGS instead. Using this
 
option opens up access to the volume, pitch, and pan control, all of which
 
are optional to use. If no values are inputed for volume, pitch, and pan,
 
the game will use the settings in this plugin's parameters.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: bgs: stop
+
Usage Example: change variable 1 = 2
               bgs: memorize
+
               change variable 3 += 4
               bgs: memory
+
               change variable 5 -= 6
               bgs: City
+
               change variable 7 *= 8
               bgs: Darkness, 80, 100, 0
+
               change variable 9 /= 10
 +
              change variable 11 %= 12
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
BREAK ACTION
+
COLLAPSE: target, (force)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will force the remainder of the action sequences for the part of the
+
If the target is to be dead at this point, this will be the point in the
skill/item to shut down and be skipped.
+
action sequence where you can promt the game to kill the target as long
 +
as the target has 0 HP. If you want to force the death of the target,
 +
include the 'force' command after the targets.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: break action
+
Usage Example: collapse: user
 +
              collapse: target, force
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
CAST ANIMATION
+
COMMON EVENT: X
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays an animation on the skill's user. Will not occur if the action is
+
Plays common event X at that point in the action sequence. Nothing else
an item or the user's default normal attack.
+
will continue until the common event is finished (unless it is a forced
 +
action, in which case, it will wait until the action is complete first).
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: cast animation
+
Usage Example: common event: 1
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
CLEAR BATTLE LOG
+
DEATH BREAK
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Clears all the messages at the top of the screen.
+
If a user were to die for any reason during the middle of the skill
 +
(either via counter attack or reflection), this will force the remainder
 +
of the action sequences for the part of the skill/item to shut down and
 +
be skipped.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: clear battle log
+
Usage Example: death break
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
CHANGE SWITCH X: on/off/toggle/switch z
+
DISPLAY ACTION
CHANGE SWITCH X..Y: on/off/toggle/switch z
 
CHANGE SWITCH X TO Y: on/off/toggle/switch z
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes Game Switch X to on, off, toggle (switching between on/off), or
+
Displays the action's name at the top of the battle log. It will remain
to whatever value the switch y is.
+
there until the battle log is cleared.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: change switch 1: on
+
Usage Example: display action
              change switch 2..4: off
 
              change switch 5 to 8: toggle
 
              change switch 9: switch 5
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
CHANGE VARIABLE X = Y
+
EVAL: code
CHANGE VARIABLE X += Y
 
CHANGE VARIABLE X -= Y
 
CHANGE VARIABLE X *= Y
 
CHANGE VARIABLE X /= Y
 
CHANGE VARIABLE X %= Y
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes variable X in the middle of the action sequence to be modified
+
For those who'd like to do something that the current Battle Engine doesn't
by value Y. Y can be either an integer or a piece of code.
+
support, you can use an eval function to have a piece of code occur. Users
 +
beware, for those unfamiliar with JavaScript should avoid handling this
 +
action sequence command.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: change variable 1 = 2
+
Usage Example: eval: $gameParty.loseItem($dataItems[3], 10)
              change variable 3 += 4
 
              change variable 5 -= 6
 
              change variable 7 *= 8
 
              change variable 9 /= 10
 
              change variable 11 %= 12
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
COLLAPSE: target, (force)
+
GAIN ITEM X: Y          LOSE ITEM X: Y
 +
GAIN WEAPON X: Y        LOSE WEAPON X: Y
 +
GAIN ARMOR X: Y          LOSE ARMOR X: Y
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the target is to be dead at this point, this will be the point in the
+
Your party will gain/lose item x, weapon x, or armor x in the amount of
action sequence where you can promt the game to kill the target as long
+
y. If you choose to omit y, it will default to 1.
as the target has 0 HP. If you want to force the death of the target,
 
include the 'force' command after the targets.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: collapse: user
+
Usage Example: gain item 1: 20
               collapse: target, force
+
               lose weapon 2
 +
              gain armor 3: 50
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
COMMON EVENT: X
+
GOLD +x
 +
GOLD -x
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays common event X at that point in the action sequence. Nothing else
+
Your party will gain/lose gold in the middle of battle by x amount.
will continue until the common event is finished (unless it is a forced
 
action, in which case, it will wait until the action is complete first).
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: common event: 1
+
Usage Example: gold +2000
 +
              gold -500
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
DEATH BREAK
+
IF ... ELSE STATEMENTS
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If a user were to die for any reason during the middle of the skill
+
For those familiar with programming, you can use if...else statements to
(either via counter attack or reflection), this will force the remainder
+
perform different actions based on different conditions. Use 'if' to
of the action sequences for the part of the skill/item to shut down and
+
specify a block of code to be executed, if a specified condition is true.
be skipped.
+
Use 'else'  to specify a block of code to be executed, if the same
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
condition is false. Use 'else if' to specify a new condition to test, if
Usage Example: death break
+
the first condition is false. Use 'end' to specify where the conditions
 +
are to end.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example:
 +
    if $gameSwitches.value(1)
 +
        action effect
 +
    else if $gameSwitches.value(2)
 +
        action effect
 +
        action effect
 +
    else
 +
        action effect
 +
        action effect
 +
        action effect
 +
    end
 +
 
 +
*Note: You do not have to indent the code in between to work. It just
 +
looks better that way in your action sequences.
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
DISPLAY ACTION
+
IMMORTAL: targets, true/false
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Displays the action's name at the top of the battle log. It will remain
+
Sets the targets to a state of immortality so that they don't die in the
there until the battle log is cleared.
+
middle of an attack. This is to ensure every action effect goes through.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: display action
+
Usage Example: immortal: targets true
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
EVAL: code
+
HP +X: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
HP -X: target, (show)
For those who'd like to do something that the current Battle Engine doesn't
+
HP +X%: target, (show)
support, you can use an eval function to have a piece of code occur. Users
+
HP -X%: target, (show)
beware, for those unfamiliar with JavaScript should avoid handling this
+
HP +VARIABLE X: target, (show)
action sequence command.
+
HP -VARIABLE X: target, (show)
 +
HP +VARIABLE X%: target, (show)
 +
HP -VARIABLE X%: target, (show)
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Target(s) gains HP equal to X values. To show the popup, insert 'show'
 +
after the target in the action sequence line. Including 'show' is
 +
entirely optional. If 'show' is omitted, no popup will be displayed.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: eval: $gameParty.loseItem($dataItems[3], 10)
+
Usage Example: hp +500: user
 +
              hp -variable 5: target
 +
              hp +25%: target
 +
              hp -variable 7: user
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
GAIN ITEM X: Y          LOSE ITEM X: Y
+
ME: STOP
GAIN WEAPON X: Y        LOSE WEAPON X: Y
+
ME: filename, (volume), (pitch), (pan)
GAIN ARMOR X: Y          LOSE ARMOR X: Y
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Your party will gain/lose item x, weapon x, or armor x in the amount of
+
Causes the battle to play a music fanfare. 'Stop' will stop any ME from
y. If you choose to omit y, it will default to 1.
+
playing. If you choose a filename (without the filename extensions), the
 +
game will play that ME instead. Using this option opens up access to the
 +
volume, pitch, and pan control, all of which are optional to use. If no
 +
values are inputed for volume, pitch, and pan, the game will use the
 +
settings in this plugin's parameters.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: gain item 1: 20
+
Usage Example: me: stop
               lose weapon 2
+
               me: Victory1
               gain armor 3: 50
+
               me: Darkness, 80, 100, 0
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
GOLD +x
+
MOTION WAIT: target
GOLD -x
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Your party will gain/lose gold in the middle of battle by x amount.
+
Makes the game wait 12 frames if the target(s) performing the action is an
 +
actor. If the target(s) is not an actor, no waiting will be done.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: gold +2000
+
Usage Example: motion wait: user
              gold -500
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
IF ... ELSE STATEMENTS
+
MP +X: target, (show)
 +
MP -X: target, (show)
 +
MP +X%: target, (show)
 +
MP -X%: target, (show)
 +
MP +VARIABLE X: target, (show)
 +
MP -VARIABLE X: target, (show)
 +
MP +VARIABLE X%: target, (show)
 +
MP -VARIABLE X%: target, (show)
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Target(s) gains MP equal to X values. To show the popup, insert 'show'
 +
after the target in the action sequence line. Including 'show' is
 +
entirely optional. If 'show' is omitted, no popup will be displayed.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For those familiar with programming, you can use if...else statements to
+
Usage Example: mp +500: user
perform different actions based on different conditions. Use 'if' to
+
              mp -variable 5: target
specify a block of code to be executed, if a specified condition is true.
+
              mp +25%: target
Use 'else'  to specify a block of code to be executed, if the same
+
              mp -variable 7: user
condition is false. Use 'else if' to specify a new condition to test, if
 
the first condition is false. Use 'end' to specify where the conditions
 
are to end.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Usage Example:
 
    if $gameSwitches.value(1)
 
        action effect
 
    else if $gameSwitches.value(2)
 
        action effect
 
        action effect
 
    else
 
        action effect
 
        action effect
 
        action effect
 
    end
 
 
 
*Note: You do not have to indent the code in between to work. It just
 
looks better that way in your action sequences.
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
IMMORTAL: targets, true/false
+
PERFORM ACTION
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sets the targets to a state of immortality so that they don't die in the
+
Causes actors to step forward and swing their weapon, thrust it, however
middle of an attack. This is to ensure every action effect goes through.
+
the motion that is determined will be automatically done by the game.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: immortal: targets true
+
Usage Example: perform action
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
HP +X: target, (show)
+
PERFORM FINISH
HP -X: target, (show)
 
HP +X%: target, (show)
 
HP -X%: target, (show)
 
HP +VARIABLE X: target, (show)
 
HP -VARIABLE X: target, (show)
 
HP +VARIABLE X%: target, (show)
 
HP -VARIABLE X%: target, (show)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Target(s) gains HP equal to X values. To show the popup, insert 'show'
+
Causes actor to move back to its home spot.
after the target in the action sequence line. Including 'show' is
 
entirely optional. If 'show' is omitted, no popup will be displayed.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: hp +500: user
+
Usage Example: perform finish
              hp -variable 5: target
 
              hp +25%: target
 
              hp -variable 7: user
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
ME: STOP
+
PERFORM START
ME: filename, (volume), (pitch), (pan)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the battle to play a music fanfare. 'Stop' will stop any ME from
+
Causes actor to move forward from its home spot.
playing. If you choose a filename (without the filename extensions), the
 
game will play that ME instead. Using this option opens up access to the
 
volume, pitch, and pan control, all of which are optional to use. If no
 
values are inputed for volume, pitch, and pan, the game will use the
 
settings in this plugin's parameters.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: me: stop
+
Usage Example: perform start
              me: Victory1
+
=============================================================================
              me: Darkness, 80, 100, 0
 
=============================================================================
 
  
 
=============================================================================
 
=============================================================================
MOTION WAIT: target
+
REFRESH STATUS
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Makes the game wait 12 frames if the target(s) performing the action is an
+
Refreshes the status window in the middle of an action sequence.
actor. If the target(s) is not an actor, no waiting will be done.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: motion wait: user
+
Usage Example: refresh status
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
MP +X: target, (show)
+
REMOVE stat BUFF: target, (show)
MP -X: target, (show)
 
MP +X%: target, (show)
 
MP -X%: target, (show)
 
MP +VARIABLE X: target, (show)
 
MP -VARIABLE X: target, (show)
 
MP +VARIABLE X%: target, (show)
 
MP -VARIABLE X%: target, (show)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Target(s) gains MP equal to X values. To show the popup, insert 'show'
+
Removes the 'stat' buff from target. Replace 'stat' with 'hp', 'mp', 'atk',
after the target in the action sequence line. Including 'show' is
+
'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it  will show the
entirely optional. If 'show' is omitted, no popup will be displayed.
+
target getting the buff removed in the battle log.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: mp +500: user
+
Usage Example: remove atk buff: user, show
               mp -variable 5: target
+
               remove def buff: target
              mp +25%: target
 
              mp -variable 7: user
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
PERFORM ACTION
+
REMOVE stat DEBUFF: target, (show)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes actors to step forward and swing their weapon, thrust it, however
+
Removes the 'stat' debuff from target. Replace 'stat' with 'hp', 'mp',
the motion that is determined will be automatically done by the game.
+
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it will
 +
show the target getting the debuff removed in the battle log.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: perform action
+
Usage Example: remove atk debuff: user, show
 +
              remove def debuff: target
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
PERFORM FINISH
+
REMOVE STATE X: target (show)
 +
REMOVE STATE X, Y, Z: target (show)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes actor to move back to its home spot.
+
Removes X state (including Y and Z if used in that format) from target.
 +
If 'show' is included, it will display any state related messages.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: perform finish
+
Usage Example: remove state 5: target
 +
              remove state 6, 7, 8: user, show
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
PERFORM START
+
SE: filename, (volume), (pitch), (pan)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
SE: PLAY OK
Causes actor to move forward from its home spot.
+
SE: PLAY CURSOR
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
SE: PLAY CANCEL
Usage Example: perform start
+
SE: PLAY BUZZER
=============================================================================
+
SE: PLAY EQUIP
 
+
SE: PLAY SAVE
=============================================================================
+
SE: PLAY LOAD
REFRESH STATUS
+
SE: PLAY BATTLE START
 +
SE: PLAY ESCAPE
 +
SE: PLAY ENEMY ATTACK
 +
SE: PLAY ENEMY DAMAGE
 +
SE: PLAY ENEMY COLLAPSE
 +
SE: PLAY BOSS COLLAPSE 1
 +
SE: PLAY BOSS COLLAPSE 2
 +
SE: PLAY ACTOR DAMAGE
 +
SE: PLAY ACTOR COLLAPSE
 +
SE: PLAY RECOVERY
 +
SE: PLAY MISS
 +
SE: PLAY EVASION
 +
SE: PLAY MAGIC EVASION
 +
SE: PLAY REFLECTION
 +
SE: PLAY SHOP
 +
SE: PLAY USE ITEM
 +
SE: PLAY USE SKILL
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Refreshes the status window in the middle of an action sequence.
+
Causes the battle to play a Sound Effect. If you choose a filename (without
 +
the filename extensions), the game will play that ME instead. Using this
 +
option opens up access to the volume, pitch, and pan control, all of which
 +
are optional to use. If no values are inputed for volume, pitch, and pan,
 +
the game will use the settings in this plugin's parameters. Using the action
 +
sequences with 'play x' in them will cause the game to play a system sound
 +
set within RPG Maker's database.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: refresh status
+
Usage Example: se: play enemy attack
 +
              se: Ice1
 +
              se: Laser2, 80, 100, 0
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
REMOVE stat BUFF: target, (show)
+
TP +X: target, (show)
 +
TP -X: target, (show)
 +
TP +X%: target, (show)
 +
TP -X%: target, (show)
 +
TP +VARIABLE X: target, (show)
 +
TP -VARIABLE X: target, (show)
 +
TP +VARIABLE X%: target, (show)
 +
TP -VARIABLE X%: target, (show)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Removes the 'stat' buff from target. Replace 'stat' with 'hp', 'mp', 'atk',
+
Target(s) gains TP equal to X values. To show the popup, insert 'show'
'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it  will show the
+
after the target in the action sequence line. Including 'show' is
target getting the buff removed in the battle log.
+
entirely optional. If 'show' is omitted, no popup will be displayed. For
 +
TP to actually show popups, another plugin is needed to display TP popups.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: remove atk buff: user, show
+
Usage Example: tp +500: user
               remove def buff: target
+
               tp -variable 5: target
 +
              tp +25%: target
 +
              tp -variable 7: user
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
REMOVE stat DEBUFF: target, (show)
+
WAIT: frames
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Removes the 'stat' debuff from target. Replace 'stat' with 'hp', 'mp',
+
Makes the game wait a certain amount of frames before going on to the
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it  will
+
next action in the action sequence.
show the target getting the debuff removed in the battle log.
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: wait: 60
 +
=============================================================================
 +
 
 +
=============================================================================
 +
WAIT FOR ANIMATION
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Waits for all animations to finish before going on to the next action in
 +
the action sequence.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: remove atk debuff: user, show
+
Usage Example: wait for animation
              remove def debuff: target
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
REMOVE STATE X: target (show)
+
WAIT FOR EFFECT
REMOVE STATE X, Y, Z: target (show)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Removes X state (including Y and Z if used in that format) from target.
+
Waits for all effects to finish playing before continuing on.
If 'show' is included, it will display any state related messages.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: remove state 5: target
+
Usage Example: wait for effect
              remove state 6, 7, 8: user, show
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
SE: filename, (volume), (pitch), (pan)
+
WAIT FOR MOVEMENT
SE: PLAY OK
 
SE: PLAY CURSOR
 
SE: PLAY CANCEL
 
SE: PLAY BUZZER
 
SE: PLAY EQUIP
 
SE: PLAY SAVE
 
SE: PLAY LOAD
 
SE: PLAY BATTLE START
 
SE: PLAY ESCAPE
 
SE: PLAY ENEMY ATTACK
 
SE: PLAY ENEMY DAMAGE
 
SE: PLAY ENEMY COLLAPSE
 
SE: PLAY BOSS COLLAPSE 1
 
SE: PLAY BOSS COLLAPSE 2
 
SE: PLAY ACTOR DAMAGE
 
SE: PLAY ACTOR COLLAPSE
 
SE: PLAY RECOVERY
 
SE: PLAY MISS
 
SE: PLAY EVASION
 
SE: PLAY MAGIC EVASION
 
SE: PLAY REFLECTION
 
SE: PLAY SHOP
 
SE: PLAY USE ITEM
 
SE: PLAY USE SKILL
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the battle to play a Sound Effect. If you choose a filename (without
+
Waits for all battler movements to finish before going on to the next
the filename extensions), the game will play that ME instead. Using this
+
action in the action sequence.
option opens up access to the volume, pitch, and pan control, all of which
 
are optional to use. If no values are inputed for volume, pitch, and pan,
 
the game will use the settings in this plugin's parameters. Using the action
 
sequences with 'play x' in them will cause the game to play a system sound
 
set within RPG Maker's database.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: se: play enemy attack
+
Usage Example: wait for movement
              se: Ice1
 
              se: Laser2, 80, 100, 0
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
TP +X: target, (show)
+
WAIT FOR NEW LINE
TP -X: target, (show)
 
TP +X%: target, (show)
 
TP -X%: target, (show)
 
TP +VARIABLE X: target, (show)
 
TP -VARIABLE X: target, (show)
 
TP +VARIABLE X%: target, (show)
 
TP -VARIABLE X%: target, (show)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Target(s) gains TP equal to X values. To show the popup, insert 'show'
+
Waits for a new line to appear in the log window before going on to the
after the target in the action sequence line. Including 'show' is
+
next action in the action sequence.
entirely optional. If 'show' is omitted, no popup will be displayed. For
 
TP to actually show popups, another plugin is needed to display TP popups.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: tp +500: user
+
Usage Example: wait for new line
              tp -variable 5: target
 
              tp +25%: target
 
              tp -variable 7: user
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
WAIT: frames
+
WAIT FOR POPUPS
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Makes the game wait a certain amount of frames before going on to the
+
Waits for all popups to finish playing before going on to the next action.
next action in the action sequence.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait: 60
+
Usage Example: wait for popups
 
=============================================================================
 
=============================================================================
 +
</nowiki>
  
=============================================================================
+
=== [[Action Sequence Pack 2 (YEP)|Action Sequence Pack 2]] ===
WAIT FOR ANIMATION
+
<hr>
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
 
Waits for all animations to finish before going on to the next action in
+
<nowiki>
the action sequence.
+
The following contains a list of the actions you can use inside the five
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
action sequences. Each action has a unique function and requires certain
Usage Example: wait for animation
+
formats to operate properly.
=============================================================================
 
  
 
=============================================================================
 
=============================================================================
WAIT FOR EFFECT
+
ATTACK ANIMATION: target, (mirror)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all effects to finish playing before continuing on.
+
Displays the active battler's attack animation on the target(s). This will
 +
be the animation determined by the actor's weapon(s). If it's an enemy, it
 +
will be determined by the enemy's attack animation. If 'mirror' is used,
 +
the animation will be flipped.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for effect
+
Usage Example: attack animation: target
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
WAIT FOR MOVEMENT
+
ENEMY EFFECT: target, effect-type
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battler movements to finish before going on to the next
+
This affects enemies only. Makes the target display either a 'whiten' effect
action in the action sequence.
+
or a 'blink' effect.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for movement
+
Usage Example: enemy effect: targets, whiten
 +
              enemy effect: targets, blink
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
WAIT FOR NEW LINE
+
FACE target: args
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for a new line to appear in the log window before going on to the
+
FACE target1: FORWARD
next action in the action sequence.
+
FACE target1: BACKWARD
 +
FACE target1: HOME
 +
FACE target1: AWAY FROM HOME
 +
FACE target1: POINT, x coordinate, y coordinate
 +
FACE target1: AWAY FROM POINT, x coordinate, y coordinate
 +
FACE target1: target2
 +
FACE target1: AWAY FROM target2
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
This will cause the battler to face a certain direction. Arguments can be
 +
used in the above formats. This action sequence command will cause target1
 +
to face any of those directions. If target2 is used, then target1 will face
 +
directions relative to target2.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for new line
+
Usage Example: face user: forward
 +
              face target: backward
 +
              face enemies: home
 +
              face allies: away from home
 +
              face target: point, 20, 40
 +
              face target: away from point, 500, 600
 +
              face user: target
 +
              face target: away from user
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
WAIT FOR POPUPS
+
FADE OUT: (frames)
 +
FADE IN: (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all popups to finish playing before going on to the next action.
+
Fades the screen out and fades the screen in respectively. You can set the
 +
amount of frames for the fading process. If you omit frames, 60 frames will
 +
be used by default.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for popups
+
Usage Example: fade out
 +
              fade in: 10
 
=============================================================================
 
=============================================================================
</nowiki>
 
 
== [[Action Sequence Pack 2 (YEP)|Action Sequence Pack 2]] ==
 
 
<nowiki>
 
The following contains a list of the actions you can use inside the five
 
action sequences. Each action has a unique function and requires certain
 
formats to operate properly.
 
  
 
=============================================================================
 
=============================================================================
ATTACK ANIMATION: target, (mirror)
+
FLASH SCREEN: args
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Displays the active battler's attack animation on the target(s). This will
+
FLASH SCREEN: WHITE, (frames)
be the animation determined by the actor's weapon(s). If it's an enemy, it
+
FLASH SCREEN: RED, (frames)
will be determined by the enemy's attack animation. If 'mirror' is used,
+
FLASH SCREEN: ORANGE, (frames)
the animation will be flipped.
+
FLASH SCREEN: YELLOW, (frames)
 +
FLASH SCREEN: GREEN, (frames)
 +
FLASH SCREEN: BLUE, (frames)
 +
FLASH SCREEN: PURPLE, (frames)
 +
FLASH SCREEN: MAGENTA, (frames)
 +
FLASH SCREEN: BLACK, (frames)
 +
FLASH SCREEN: (red), (green), (blue), (intensity), (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: attack animation: target
+
Causes the game screen to flash a set color. If for the arguments, you use a
=============================================================================
+
color name, it will use a premade flash setting. If you choose to use your
 
+
own settings, use the red, green, blue, intensity format to determine what
 +
color flash you would like. Red, green, blue, and intensity settings range
 +
from 0 to 255. If frames are used, that will be the duration of the screen
 +
flash. If omitted, the default frame count will be 60 frames.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: flash screen: white
 +
              flash screen: red, 45
 +
              flash screen: 128, 170, 214, 170
 +
              flash screen: 68, 68, 68, 170, 45
 +
=============================================================================
 +
 
 
=============================================================================
 
=============================================================================
ENEMY EFFECT: target, effect-type
+
FLOAT target: (height), (frames)
 +
FLOAT target: (height%), (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This affects enemies only. Makes the target display either a 'whiten' effect
+
Causes the target to float into the air above the ground by height%. The
or a 'blink' effect.
+
height is relative to the floating target. Using 100% means the target will
 +
float above the ground 100% higher than its height. If no '%' sign is used,
 +
the target will float that many pixels rather than a percentage of the
 +
target's height. The frames determine how many frames it will take for the
 +
target to reach that height. Using 0% for the height will bring the target
 +
back to the ground.
 +
Note: Floating only works with Sideview.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: enemy effect: targets, whiten
+
Usage Example: float user: 200%
               enemy effect: targets, blink
+
              float enemies: 500, 30
 +
               float target: 0%, 30
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FACE target: args
+
HIDE BATTLE HUD
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FACE target1: FORWARD
+
Hides the battle hud to not obstruct any animations being played. You
FACE target1: BACKWARD
+
can reveal the battle hud again using 'show battle hud'.
FACE target1: HOME
 
FACE target1: AWAY FROM HOME
 
FACE target1: POINT, x coordinate, y coordinate
 
FACE target1: AWAY FROM POINT, x coordinate, y coordinate
 
FACE target1: target2
 
FACE target1: AWAY FROM target2
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will cause the battler to face a certain direction. Arguments can be
+
Usage Example: hide battle hud
used in the above formats. This action sequence command will cause target1
 
to face any of those directions. If target2 is used, then target1 will face
 
directions relative to target2.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Usage Example: face user: forward
 
              face target: backward
 
              face enemies: home
 
              face allies: away from home
 
              face target: point, 20, 40
 
              face target: away from point, 500, 600
 
              face user: target
 
              face target: away from user
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FADE OUT: (frames)
+
JUMP target: (height), (frames)
FADE IN: (frames)
+
JUMP target: (height%), (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fades the screen out and fades the screen in respectively. You can set the
+
Causes the target to jump a height relative to the target itself. If the
amount of frames for the fading process. If you omit frames, 60 frames will
+
target jumps a height of 200%, the height will be 200% of the target's
be used by default.
+
height. If no '%' sign is used, the target will jump that many pixels rather
 +
than a percentage of the target's height. The frame count is how long the
 +
target will be in the air. You can use this with the 'Move' action sequence
 +
to make the target appear like it is jumping a distance.
 +
Note: Jumping only works with Sideview.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: fade out
+
Usage Example: jump user: 150%
               fade in: 10
+
               jump target: 300, 60
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FLASH SCREEN: args
+
MOTION type: target, (no weapon)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FLASH SCREEN: WHITE, (frames)
+
MOTION WALK: target
FLASH SCREEN: RED, (frames)
+
MOTION STANDBY: target
FLASH SCREEN: ORANGE, (frames)
+
MOTION CHANT: target
FLASH SCREEN: YELLOW, (frames)
+
MOTION GUARD: target
FLASH SCREEN: GREEN, (frames)
+
MOTION DAMAGE: target
FLASH SCREEN: BLUE, (frames)
+
MOTION EVADE: target
FLASH SCREEN: PURPLE, (frames)
+
MOTION ATTACK: target
FLASH SCREEN: MAGENTA, (frames)
+
MOTION THRUST: target
FLASH SCREEN: BLACK, (frames)
+
MOTION SWING: target
FLASH SCREEN: (red), (green), (blue), (intensity), (frames)
+
MOTION MISSILE: target
 +
MOTION SKILL: target
 +
MOTION SPELL: target
 +
MOTION ITEM: target
 +
MOTION ESCAPE: target
 +
MOTION VICTORY: target
 +
MOTION DYING: target
 +
MOTION ABNORMAL: target
 +
MOTION SLEEP: target
 +
MOTION DEAD: target
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the game screen to flash a set color. If for the arguments, you use a
+
Forces the target to perform the specific type of action in sideview. If you
color name, it will use a premade flash setting. If you choose to use your
+
issue an action sequence command for the target to perform 'attack', the
own settings, use the red, green, blue, intensity format to determine what
+
target will automatically determine based on the weapon it has equipped to
color flash you would like. Red, green, blue, and intensity settings range
+
use either a thrust, swing, or missile motion. Attack, thrust, swing, and
from 0 to 255. If frames are used, that will be the duration of the screen
+
missile will also display the target's weapon if the target has one.
flash. If omitted, the default frame count will be 60 frames.
+
 
 +
If 'no weapon' is used after the target, no weapons will be displayed. This
 +
effect will only work with the Thrust, Swing, and Missile motions.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flash screen: white
+
Usage Example: motion walk: user
               flash screen: red, 45
+
               motion thrust: user, no weapon
              flash screen: 128, 170, 214, 170
 
              flash screen: 68, 68, 68, 170, 45
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FLOAT target: (height), (frames)
+
MOVE target: args
FLOAT target: (height%), (frames)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the target to float into the air above the ground by height%. The
+
MOVE target1: HOME, (frames)
height is relative to the floating target. Using 100% means the target will
+
MOVE target1: RETURN, (frames)
float above the ground 100% higher than its height. If no '%' sign is used,
+
MOVE target1: FORWARD, (distance), (frames)
the target will float that many pixels rather than a percentage of the
+
MOVE target1: BACKWARD, (distance), (frames)
target's height. The frames determine how many frames it will take for the
+
MOVE target1: POINT, x coordinate, y coordinate, (frames)
target to reach that height. Using 0% for the height will bring the target
+
MOVE target1: target2, BASE, (frames), (offset)
back to the ground.
+
MOVE target1: target2, CENTER, (frames), (offset)
Note: Floating only works with Sideview.
+
MOVE target1: target2, HEAD, (frames), (offset)
 +
MOVE target1: target2, FRONT BASE, (frames), (offset)
 +
MOVE target1: target2, FRONT CENTER, (frames), (offset)
 +
MOVE target1: target2, FRONT HEAD, (frames), (offset)
 +
MOVE target1: target2, BACK BASE, (frames), (offset)
 +
MOVE target1: target2, BACK CENTER, (frames), (offset)
 +
MOVE target1: target2, BACK HEAD, (frames), (offset)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: float user: 200%
+
This is a move command. Arguments can be used in the above formats. This
              float enemies: 500, 30
+
action sequence command will move target1 to any of those locations listed
              float target: 0%, 30
+
in the arguments. If it's towards target2, you must include what location
=============================================================================
+
relative to target2 for target1 to travel to.
 +
Note: Moving only works with Sideview.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
You may be curious about the optional (offset) argument there for some of
 +
the entries. You can insert any of the below arguments in place of (offset):
 +
 
 +
  offset x +100
 +
  offset x -200
 +
  offset y +300
 +
  offset y -400
 +
 
 +
This will allow you to offset the distance to the destination by a flat
 +
amount. Positive numbers would indicate forward while negative numbers will
 +
indicate backward.
 +
 
 +
  auto offset x +500
 +
  auto offset x -600
  
=============================================================================
+
However, if you use either of the above, depending on if the user is an
HIDE BATTLE HUD
+
actor or enemy and depending on the target (if there is one) is an actor or
 +
an enemy, it will move them into position accordingly.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hides the battle hud to not obstruct any animations being played. You
+
Usage Example: move user: home, 20
can reveal the battle hud again using 'show battle hud'.
+
              move target: forward, 48, 12
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
              move enemy 1: point, 400, 300
Usage Example: hide battle hud
+
              move enemy 2: point, 500, 250, offset x -50, offset y -50
 +
              move actor 3: target, front base, 20
 +
              move user: target, front base, 20, auto offset x -100
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
JUMP target: (height), (frames)
+
OPACITY target: x, (frames)
JUMP target: (height%), (frames)
+
OPACITY target: x%, (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the target to jump a height relative to the target itself. If the
+
Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you
target jumps a height of 200%, the height will be 200% of the target's
+
use 'frames', that will be the frame duration for the change in opacity for
height. If no '%' sign is used, the target will jump that many pixels rather
+
the target.
than a percentage of the target's height. The frame count is how long the
 
target will be in the air. You can use this with the 'Move' action sequence
 
to make the target appear like it is jumping a distance.
 
Note: Jumping only works with Sideview.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: jump user: 150%
+
Usage Example: opacity user: 50%, 30
               jump target: 300, 60
+
               opacity not focus: 0
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
MOTION type: target, (no weapon)
+
SHOW BATTLE HUD
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
If the battle hud was hidden using 'hide battle hud', use this to show the
 +
battle hud back within the player's screen.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MOTION WALK: target
+
Usage Example: show battle hud
MOTION STANDBY: target
+
=============================================================================
MOTION CHANT: target
+
 
MOTION GUARD: target
+
=============================================================================
MOTION DAMAGE: target
+
SHAKE SCREEN: (power), (speed), (frames)
MOTION EVADE: target
 
MOTION ATTACK: target
 
MOTION THRUST: target
 
MOTION SWING: target
 
MOTION MISSILE: target
 
MOTION SKILL: target
 
MOTION SPELL: target
 
MOTION ITEM: target
 
MOTION ESCAPE: target
 
MOTION VICTORY: target
 
MOTION DYING: target
 
MOTION ABNORMAL: target
 
MOTION SLEEP: target
 
MOTION DEAD: target
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Forces the target to perform the specific type of action in sideview. If you
+
Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9,
issue an action sequence command for the target to perform 'attack', the
+
and the frames to alter the duration of the screen shaking. If those values
target will automatically determine based on the weapon it has equipped to
+
are omitted, they will default to 5 power, 5 speed, and 60 frames.
use either a thrust, swing, or missile motion. Attack, thrust, swing, and
 
missile will also display the target's weapon if the target has one.
 
 
 
If 'no weapon' is used after the target, no weapons will be displayed. This
 
effect will only work with the Thrust, Swing, and Missile motions.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: motion walk: user
+
Usage Example: shake screen
               motion thrust: user, no weapon
+
              shake screen: 9
 +
               shake screen: 3, 9, 30
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
MOVE target: args
+
TINT SCREEN: args
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MOVE target1: HOME, (frames)
+
TINT SCREEN: NORMAL, (frames)
MOVE target1: RETURN, (frames)
+
TINT SCREEN: DARK, (frames)
MOVE target1: FORWARD, (distance), (frames)
+
TINT SCREEN: SEPIA, (frames)
MOVE target1: BACKWARD, (distance), (frames)
+
TINT SCREEN: SUNSET, (frames)
MOVE target1: POINT, x coordinate, y coordinate, (frames)
+
TINT SCREEN: NIGHT, (frames)
MOVE target1: target2, BASE, (frames), (offset)
+
TINT SCREEN: (red), (green), (blue), (gray), (frames)
MOVE target1: target2, CENTER, (frames), (offset)
 
MOVE target1: target2, HEAD, (frames), (offset)
 
MOVE target1: target2, FRONT BASE, (frames), (offset)
 
MOVE target1: target2, FRONT CENTER, (frames), (offset)
 
MOVE target1: target2, FRONT HEAD, (frames), (offset)
 
MOVE target1: target2, BACK BASE, (frames), (offset)
 
MOVE target1: target2, BACK CENTER, (frames), (offset)
 
MOVE target1: target2, BACK HEAD, (frames), (offset)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This is a move command. Arguments can be used in the above formats. This
+
Tints the battle screen. If using the arguments 'normal', 'dark', 'sepia',
action sequence command will move target1 to any of those locations listed
+
'sunset', or 'night' the screen will be be given a premade tint. If not,
in the arguments. If it's towards target2, you must include what location
+
then the arguments for red, green, blue, and gray values must be inputted
relative to target2 for target1 to travel to.
+
for the tint. Red, green, and blue can range from -255 to 255 while gray
Note: Moving only works with Sideview.
+
will range from 0 to 255. If frames are used, that will be the duration for
 +
which the screen will change to the tint. If omitted, the default amount of
 +
frames used will be 60 frames.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You may be curious about the optional (offset) argument there for some of
+
Usage Example: tint screen: normal
the entries. You can insert any of the below arguments in place of (offset):
+
              tint screen: sepia, 30
 +
              tint screen: 68, -34, -34, 0
 +
              tint screen: 68, -68, 0, 68, 45
 +
=============================================================================
  
  offset x +100
+
=============================================================================
  offset x -200
+
WAIT FOR FLOAT
  offset y +300
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  offset y -400
+
Waits for all battler float changes to finish before going on to the next
 +
action in the action sequence.
 +
Note: Floating only works with Sideview.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: wait for float
 +
=============================================================================
  
This will allow you to offset the distance to the destination by a flat
+
=============================================================================
amount. Positive numbers would indicate forward while negative numbers will
+
WAIT FOR JUMP
indicate backward.
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
+
Waits for all battler jumps to finish before going on to the next action
  auto offset x +500
+
in the action sequence.
  auto offset x -600
+
Note: Jumping only works with Sideview.
 
 
However, if you use either of the above, depending on if the user is an
 
actor or enemy and depending on the target (if there is one) is an actor or
 
an enemy, it will move them into position accordingly.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: move user: home, 20
+
Usage Example: wait for jump
              move target: forward, 48, 12
 
              move enemy 1: point, 400, 300
 
              move enemy 2: point, 500, 250, offset x -50, offset y -50
 
              move actor 3: target, front base, 20
 
              move user: target, front base, 20, auto offset x -100
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
OPACITY target: x, (frames)
+
WAIT FOR OPACITY
OPACITY target: x%, (frames)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you
+
Waits for all battlers to finish changing opacity before going on to the
use 'frames', that will be the frame duration for the change in opacity for
+
next action in the action sequence.
the target.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: opacity user: 50%, 30
+
Usage Example: wait for opacity
              opacity not focus: 0
 
 
=============================================================================
 
=============================================================================
 +
</nowiki>
  
=============================================================================
+
=== [[Action Sequence Pack 3 (YEP)|Action Sequence Pack 3]] ===
SHOW BATTLE HUD
+
<hr>
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
 
If the battle hud was hidden using 'hide battle hud', use this to show the
+
<nowiki>
battle hud back within the player's screen.
+
The following contains a list of the actions you can use inside the five
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
action sequences. Each action has a unique function and requires certain
Usage Example: show battle hud
+
formats to operate properly.
=============================================================================
 
  
 
=============================================================================
 
=============================================================================
SHAKE SCREEN: (power), (speed), (frames)
+
CAMERA CLAMP ON
 +
CAMERA CLAMP OFF
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9,
+
By default, the camera clamp is on, which forces the camera to never pan
and the frames to alter the duration of the screen shaking. If those values
+
outside of the battlefield's boundaries. However, in the event you wish to
are omitted, they will default to 5 power, 5 speed, and 60 frames.
+
turn this off, use 'camera clamp off' to shut off the clamp. The clamp,
 +
however, will be turned back on at the end of each 'perform finish' action.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: shake screen
+
Usage Example: camera clamp on
               shake screen: 9
+
               camera clamp off
              shake screen: 3, 9, 30
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
TINT SCREEN: args
+
CAMERA FOCUS: target, (location), (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TINT SCREEN: NORMAL, (frames)
+
CAMERA FOCUS: target, FRONT BASE, (frames)
TINT SCREEN: DARK, (frames)
+
CAMERA FOCUS: target, BASE, (frames)
TINT SCREEN: SEPIA, (frames)
+
CAMERA FOCUS: target, BACK BASE, (frames)
TINT SCREEN: SUNSET, (frames)
+
CAMERA FOCUS: target, FRONT CENTER, (frames)
TINT SCREEN: NIGHT, (frames)
+
CAMERA FOCUS: target, CENTER, (frames)
TINT SCREEN: (red), (green), (blue), (gray), (frames)
+
CAMERA FOCUS: target, BACK CENTER, (frames)
 +
CAMERA FOCUS: target, FRONT HEAD, (frames)
 +
CAMERA FOCUS: target, HEAD, (frames)
 +
CAMERA FOCUS: target, BACK HEAD, (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tints the battle screen. If using the arguments 'normal', 'dark', 'sepia',
+
This will focus on a target(s) (refer to target typing) and a location. If
'sunset', or 'night' the screen will be be given a premade tint. If not,
+
the location is omitted, the camera will focus on the target(s)'s center.
then the arguments for red, green, blue, and gray values must be inputted
+
Note: The camera will not shift past screen boundaries.
for the tint. Red, green, and blue can range from -255 to 255 while gray
 
will range from 0 to 255. If frames are used, that will be the duration for
 
which the screen will change to the tint. If omitted, the default amount of
 
frames used will be 60 frames.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: tint screen: normal
+
Usage Example: camera focus: user
               tint screen: sepia, 30
+
               camera focus: target, front, 40
              tint screen: 68, -34, -34, 0
+
               camera focus: enemies, center, 30
               tint screen: 68, -68, 0, 68, 45
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
WAIT FOR FLOAT
+
CAMERA OFFSET: DIRECTION, DISTANCE
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battler float changes to finish before going on to the next
+
CAMERA OFFSET: LEFT, distance
action in the action sequence.
+
CAMERA OFFSET: RIGHT, distance
Note: Floating only works with Sideview.
+
CAMERA OFFSET: UP, distance
 +
CAMERA OFFSET: DOWN, distance
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for float
+
Offsets the camera a direction by (distance) amount.
=============================================================================
 
 
 
=============================================================================
 
WAIT FOR JUMP
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battler jumps to finish before going on to the next action
+
Usage Example: camera offset: left, 200
in the action sequence.
+
              camera offset: right, Graphics.boxWidth / 4
Note: Jumping only works with Sideview.
+
              camera offset: up, 300
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
              camera offset: down, $gameVariables.value(3);
Usage Example: wait for jump
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
WAIT FOR OPACITY
+
CAMERA PAN
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battlers to finish changing opacity before going on to the
+
CAMERA PAN: LEFT, distance, (frames)
next action in the action sequence.
+
CAMERA PAN: RIGHT, distance, (frames)
 +
CAMERA PAN: UP, distance, (frames)
 +
CAMERA PAN: DOWN, distance, (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for opacity
+
Pans the camera a direction a certain distance in pixels. You can use a
=============================================================================
+
combination of left/right and up/down to perform a diagonal camera pan.
</nowiki>
+
Using 'frames' will allow you to adjust the duration of the camera pan.
 
+
Omitting 'frames' will set the camera pan duration to 30 frames.
== [[Action Sequence Pack 3 (YEP)|Action Sequence Pack 3]] ==
+
Note: The camera will not shift past screen boundaries.
 
 
<nowiki>
 
The following contains a list of the actions you can use inside the five
 
action sequences. Each action has a unique function and requires certain
 
formats to operate properly.
 
 
 
=============================================================================
 
CAMERA CLAMP ON
 
CAMERA CLAMP OFF
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
By default, the camera clamp is on, which forces the camera to never pan
+
Usage Example: camera pan: left, 200
outside of the battlefield's boundaries. However, in the event you wish to
+
              camera pan: up, 250
turn this off, use 'camera clamp off' to shut off the clamp. The clamp,
+
              camera pan: right, 500, 60
however, will be turned back on at the end of each 'perform finish' action.
+
               camera pan: down: 300, 60
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Usage Example: camera clamp on
 
               camera clamp off
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
CAMERA FOCUS: target, (location), (frames)
+
CAMERA SCREEN
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CAMERA FOCUS: target, FRONT BASE, (frames)
+
CAMERA SCREEN: TOP LEFT, (frames)
CAMERA FOCUS: target, BASE, (frames)
+
CAMERA SCREEN: FAR LEFT, (frames)
CAMERA FOCUS: target, BACK BASE, (frames)
+
CAMERA SCREEN: BOTTOM LEFT, (frames)
CAMERA FOCUS: target, FRONT CENTER, (frames)
+
CAMERA SCREEN: TOP CENTER, (frames)
CAMERA FOCUS: target, CENTER, (frames)
+
CAMERA SCREEN: CENTER, (frames)
CAMERA FOCUS: target, BACK CENTER, (frames)
+
CAMERA SCREEN: BOTTOM CENTER, (frames)
CAMERA FOCUS: target, FRONT HEAD, (frames)
+
CAMERA SCREEN: TOP RIGHT, (frames)
CAMERA FOCUS: target, HEAD, (frames)
+
CAMERA SCREEN: FAR RIGHT, (frames)
CAMERA FOCUS: target, BACK HEAD, (frames)
+
CAMERA SCREEN: BOTTOM RIGHT, (frames)
 +
CAMERA SCREEN: POINT, x, y, (frames)
 +
CAMERA SCREEN: target, FRONT, (frames)
 +
CAMERA SCREEN: target, BASE, (frames)
 +
CAMERA SCREEN: target, BACK, (frames)
 +
CAMERA SCREEN: target, FRONT CENTER, (frames)
 +
CAMERA SCREEN: target, CENTER, (frames)
 +
CAMERA SCREEN: target, BACK CENTER, (frames)
 +
CAMERA SCREEN: target, FRONT TOP, (frames)
 +
CAMERA SCREEN: target, TOP, (frames)
 +
CAMERA SCREEN: target, BACK TOP, (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will focus on a target(s) (refer to target typing) and a location. If
+
Moves the camera to a certain part of the screen. If you choose a target,
the location is omitted, the camera will focus on the target(s)'s center.
+
the camera will lock to that part of the target. Using (frames) will
 +
determine the duration of the time the camera will move over to the target
 +
location. Omitting (frames) will set the camera pan duration to 30 frames.
 
Note: The camera will not shift past screen boundaries.
 
Note: The camera will not shift past screen boundaries.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: camera focus: user
+
Usage Example: camera screen: top left
               camera focus: target, front, 40
+
              camera screen: far right, 30
               camera focus: enemies, center, 30
+
               camera screen: point, 400, 300, 60
 +
               camera screen: user, base
 +
              camera screen: targets, base, 60
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
CAMERA OFFSET: DIRECTION, DISTANCE
+
RESET CAMERA: (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CAMERA OFFSET: LEFT, distance
+
Resets the camera location back to default location, which is the center of
CAMERA OFFSET: RIGHT, distance
+
the battlefield. Using (frames) will allow you to adjust the duration in
CAMERA OFFSET: UP, distance
+
which the camera resets. Omitting 'frames' will set the camera to reset in
CAMERA OFFSET: DOWN, distance
+
30 frames.
 +
Note: The camera will not shift past screen boundaries.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Offsets the camera a direction by (distance) amount.
+
Usage Example: reset camera
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
               reset camera: 30
Usage Example: camera offset: left, 200
 
              camera offset: right, Graphics.boxWidth / 4
 
              camera offset: up, 300
 
               camera offset: down, $gameVariables.value(3);
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
CAMERA PAN
+
RESET ZOOM: (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CAMERA PAN: LEFT, distance, (frames)
+
Resets the camera zoom back to default zoom, which is 100%. Using (frames)
CAMERA PAN: RIGHT, distance, (frames)
+
will allow you to adjust the duration in which the zoom resets. Omitting
CAMERA PAN: UP, distance, (frames)
+
'frames' will set the zoom to reset in 30 frames.
CAMERA PAN: DOWN, distance, (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Pans the camera a direction a certain distance in pixels. You can use a
 
combination of left/right and up/down to perform a diagonal camera pan.
 
Using 'frames' will allow you to adjust the duration of the camera pan.
 
Omitting 'frames' will set the camera pan duration to 30 frames.
 
 
Note: The camera will not shift past screen boundaries.
 
Note: The camera will not shift past screen boundaries.
 +
Note: Zooming only works with Sideview.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: camera pan: left, 200
+
Usage Example: reset zoom
              camera pan: up, 250
+
               reset zoom: 30
              camera pan: right, 500, 60
 
               camera pan: down: 300, 60
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
CAMERA SCREEN
+
WAIT FOR CAMERA
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Waits for the camera to finish panning before going on to the next action in
 +
the action sequence.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CAMERA SCREEN: TOP LEFT, (frames)
+
Usage Example: wait for camera
CAMERA SCREEN: FAR LEFT, (frames)
+
=============================================================================
CAMERA SCREEN: BOTTOM LEFT, (frames)
+
 
CAMERA SCREEN: TOP CENTER, (frames)
+
=============================================================================
CAMERA SCREEN: CENTER, (frames)
+
WAIT FOR ZOOM
CAMERA SCREEN: BOTTOM CENTER, (frames)
 
CAMERA SCREEN: TOP RIGHT, (frames)
 
CAMERA SCREEN: FAR RIGHT, (frames)
 
CAMERA SCREEN: BOTTOM RIGHT, (frames)
 
CAMERA SCREEN: POINT, x, y, (frames)
 
CAMERA SCREEN: target, FRONT, (frames)
 
CAMERA SCREEN: target, BASE, (frames)
 
CAMERA SCREEN: target, BACK, (frames)
 
CAMERA SCREEN: target, FRONT CENTER, (frames)
 
CAMERA SCREEN: target, CENTER, (frames)
 
CAMERA SCREEN: target, BACK CENTER, (frames)
 
CAMERA SCREEN: target, FRONT TOP, (frames)
 
CAMERA SCREEN: target, TOP, (frames)
 
CAMERA SCREEN: target, BACK TOP, (frames)
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Moves the camera to a certain part of the screen. If you choose a target,
+
Waits for the zoom to finish changing before going on to the next action in
the camera will lock to that part of the target. Using (frames) will
+
the action sequence.
determine the duration of the time the camera will move over to the target
 
location. Omitting (frames) will set the camera pan duration to 30 frames.
 
Note: The camera will not shift past screen boundaries.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: camera screen: top left
+
Usage Example: wait for zoom
              camera screen: far right, 30
 
              camera screen: point, 400, 300, 60
 
              camera screen: user, base
 
              camera screen: targets, base, 60
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
RESET CAMERA: (frames)
+
ZOOM: x%, (frames)
 +
ZOOM: x.y, (frames)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Resets the camera location back to default location, which is the center of
+
Zooms to x% or x.y rate. Using (frames) will allow you to adjust the
the battlefield. Using (frames) will allow you to adjust the duration in
+
duration in which the zooming occurs. Omitting 'frames' will set the zoom
which the camera resets. Omitting 'frames' will set the camera to reset in
+
duration to 30 frames.
30 frames.
 
Note: The camera will not shift past screen boundaries.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset camera
+
Usage Example: zoom: 200%
               reset camera: 30
+
               zoom: 1.5, 45
 
=============================================================================
 
=============================================================================
 +
</nowiki>
 +
 +
=== [[Battle System - ATB (YEP)|Battle System - ATB]] ===
 +
<hr>
 +
 +
<nowiki>
 +
You can make use of these extra ATB related action sequences.
  
 
=============================================================================
 
=============================================================================
RESET ZOOM: (frames)
+
ATB CHARGE: target, X
 +
ATB CHARGE: target, X%
 +
ATB CHARGE: targets, +X
 +
ATB CHARGE: targets, +X%
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Resets the camera zoom back to default zoom, which is 100%. Using (frames)
+
Usable only for ATB. Sets the target's ATB charge to X or X%. This only
will allow you to adjust the duration in which the zoom resets. Omitting
+
applies when the target is in the ATB charge phase. This will not affect
'frames' will set the zoom to reset in 30 frames.
+
the user to prevent mechanical issues.
Note: The camera will not shift past screen boundaries.
 
Note: Zooming only works with Sideview.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset zoom
+
Usage Example: atb charge: targets, +5000
               reset zoom: 30
+
               atb charge: target, -50%
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
WAIT FOR CAMERA
+
ATB GAUGE: target, X
 +
ATB GAUGE: target, X%
 +
ATB GAUGE: targets, +X
 +
ATB GAUGE: targets, +X%
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for the camera to finish panning before going on to the next action in
+
Usable only for ATB. Sets the target's ATB speed or charge (whichever the
the action sequence.
+
user is currently filling up) to X or X%. This only. This will not affect
 +
the user to prevent mechanical issues.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for camera
+
Usage Example: atb gauge: targets, +5000
 +
              atb gauge: target, -50%
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
WAIT FOR ZOOM
+
ATB INTERRUPT: target
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for the zoom to finish changing before going on to the next action in
+
Usable only for ATB. If the target is in the charging phase, interrupt it.
the action sequence.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for zoom
+
Usage Example: atb interrupt: targets
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
ZOOM: x%, (frames)
+
ATB SPEED: target, X
ZOOM: x.y, (frames)
+
ATB SPEED: target, X%
 +
ATB SPEED: targets, +X
 +
ATB SPEED: targets, +X%
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Zooms to x% or x.y rate. Using (frames) will allow you to adjust the
+
Usable only for ATB. Sets the target's ATB speed to X or X%. This only
duration in which the zooming occurs. Omitting 'frames' will set the zoom
+
applies when the target is filling up its ATB gauge. This will not affect
duration to 30 frames.
+
the user to prevent mechanical issues.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: zoom: 200%
+
Usage Example: atb speed: targets, +5000
               zoom: 1.5, 45
+
               atb speed: target, -50%
 
=============================================================================
 
=============================================================================
 
</nowiki>
 
</nowiki>
  
== [[Action Sequence Impact (Irina)|Action Sequence Impact]] ==
+
=== [[Battle System - CTB (YEP)|Battle System - CTB]] ===
 +
<hr>
  
; Prev Target, Next Target
+
<nowiki>
 
+
You can make use of these extra CTB related action sequences.
<html><img src='https://img.itch.zone/aW1nLzE5MzAyNzkuZ2lm/original/yBltp4.gif' width='300'></html>
 
  
Before I begin on the Action Sequences, I want to say there's two new additions to the targeting mechanism. You know the parts where you put in "user" or "targets"? Now, during the <Target Actions> phase, you can use either "Prev Target" or "Next Target" to grab either the previous one or the next target in the list.
 
 
; New Stuff
 
 
This part of the document will now be formatted like Yanfly's Action Seq help file to bring about a sense of familiarity.
 
 
<html><img src='https://img.itch.zone/aW1nLzE5MzAyOTguZ2lm/original/Tt0DZq.gif' width='300'></html>
 
 
; Balloon
 
 
<pre>
 
 
=============================================================================
 
=============================================================================
BALLOON type: targets
+
CTB ORDER: target, +X
 +
CTB ORDER: target, -X
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays a balloon emote that you normally see on the map scene but in battle
+
Usable only for CTB. Moves target's position in the turn order by +x or -x.
instead. For types, replace that word with any of the following:
+
+x will make the target having to wait more before getting their turn while
 +
-x will make the target having to wait less. The effect is minimal and will
 +
only last for the current turn cycle.
 +
* Note: If you use this for multiple targets, each target will shift turns
 +
individually at a time.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: ctb order: target, -2
 +
              ctb order: target, +3
 +
=============================================================================
  
    !
+
=============================================================================
    Exclamation
+
CTB SPEED: target, X
 +
CTB SPEED: target, X%
 +
CTB SPEED: targets, +X
 +
CTB SPEED: targets, +X%
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usable only for CTB. Sets the target's CTB speed to X or X%. This only
 +
applies when the target is filling up its CTB gauge. This will not affect
 +
the user to prevent mechanical issues.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: ctb speed: targets, +5000
 +
              ctb speed: target, -50%
 +
=============================================================================
 +
</nowiki>
  
    ?
+
== [[Action Cutin (Irina)|Action Cutin]] ==
    Question
 
  
    Music
+
<html><img src='https://img.itch.zone/aW1nLzIwNDU1NDAuZ2lm/original/BfgIrx.gif' width='300'></html>
    Note
 
    Music Note
 
  
    Heart
+
This section only applies to you if you use Yanfly's Battle Engine Core and its action sequences. If you don't use either, you're free to ignore this section. This part of the document will be formatted like Yanfly's Action Sequence help file to bring about a sense of familiarity.
  
    Anger
+
<pre>
    Pissed
+
=============================================================================
 
+
ACTION CUTIN targets: arguments
    Sweat
+
(optional parameters)
 
+
TEMPLATE name
    Cobweb
+
IMG filename
 
+
HUE value
    Silence
+
BLENDMODE NORMAL
    ...
+
BLENDMODE ADDITIVE
 
+
BLENDMODE MULTIPLY
    Lightbulb
+
BLENDMODE SCREEN
    Idea
+
BORDER THICKNESS value
 
+
BORDER COLOR color
    zzz
+
SCREEN X value
    Sleep
+
SCREEN Y value
 
+
WIDTH value
    User-Defined 1
+
HEIGHT value
    User-Defined 2
+
SPEED X value
    User-Defined 3
+
SPEED Y value
    User-Defined 4
+
SHIFT X value
    User-Defined 5
+
SHIFT Y value
    User1
+
SHIFT FRAMES value
    User2
+
FLASH ON
    User3
+
FLASH OFF
    User4
+
SHAKE ON
    User5
+
SHAKE OFF
 
+
SOUND ON
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
SOUND OFF
Usage Example: balloon heart: user
+
DURATION value
              balloon !: target
+
OPACITY SPEED value
=============================================================================
+
FORCED SCALE value
</pre>
+
FORCED ANTIALIAS ON
 
+
FORCED ANTIALIAS OFF
; Move Type
+
FORCED OFFSET x y
 
 
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMTAuZ2lm/original/Q%2FVmrt.gif' width='300'></html>
 
 
 
<pre>
 
=============================================================================
 
MOVE TYPE: target, easing
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the way the target moves (until the end of the skill/item is done)
+
Plays an action cutin during the action sequence. The action cutin will use the
using easing. Replace 'easing' with any of the following:
+
default cutin settings unless you use the optional arguments listed. The following below explain what each argument does:
 
+
Template: picks a template from the Plugin Parameters matching the name used
    Linear ......... No easing, no acceleration
+
Img: picks a speedline graphic of a matching filename from img/pictures/
 
+
Hue: changes the speedline graphic's hue (pick a number between 0 and 360)
    InSine ......... Slight acceleration from zero to full speed
+
BlendMode: changes the blend mode of the speedline graphic
    OutSine ........ Slight deceleration at the end
+
Border Thickness: changes the border thickness to 'value'
    InOutSine ...... Slight accel. at beginning and slight decel. at end
+
Border Color: changes the color of the border to 'color'
 +
Screen X: sets the speedline graphic's left x position to 'value'
 +
Screen Y: sets the speedline graphic's middle y position to 'value'
 +
Width: sets the speedline graphic's width to 'value'
 +
Height: sets the speedline graphic's height to 'value'
 +
Speed X: sets the speedline's x movement speed to 'value'
 +
Speed Y: sets the speedline's y movement speed to 'value'
 +
Shift X: sets the distance the face cutin travels horizontally to 'value'
 +
Shift Y: sets the distance the face cutin travels vertically to 'value'
 +
Shift Frames: sets the time in frames the face cutin travels in 'value'
 +
Flash On/Off: Turns on/off the default Screen Flash for this action cutin
 +
Shake On/Off: Turns on/off the default Screen Shake for this action cutin
 +
Sound On/Off: Turns on/off the default Sound Effect for this action cutin
 +
Duration: sets the duration of the action cutin to 'value'
 +
Opacity Speed: sets the opacity speed ford fading in/out to 'value'
 +
Forced Scale: If used, forces all cutins to use this scale 'value'
 +
Forced AntiAlias On/Off: If used, forces anti-alias to be on/off
 +
Forced Offset: If used, forces face cutin to be offset by 'x' and 'y' pixels
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: Action Cutin User
 +
Action Cutin Allies: template Horizontal
 +
Action Cutin Targets: template Vertical, Hue 360, BlendMode Normal
 +
=============================================================================
 +
</pre>
 +
 
 +
== [[Action Sequence Impact (Irina)|Action Sequence Impact]] ==
  
    InQuad ......... LV2 Accelerating from zero velocity
+
; Prev Target, Next Target
    OutQuad ........ LV2 Decelerating to zero velocity
 
    InOutQuad ...... LV2 Acceleration until halfway, then deceleration
 
  
    InCubic ........ LV3 Accelerating from zero velocity
+
<html><img src='https://img.itch.zone/aW1nLzE5MzAyNzkuZ2lm/original/yBltp4.gif' width='300'></html>
    OutCubic ....... LV3 Decelerating to zero velocity
 
    InOutCubic ..... LV3 Acceleration until halfway, then deceleration
 
  
    InQuart ........ LV4 Accelerating from zero velocity
+
Before I begin on the Action Sequences, I want to say there's two new additions to the targeting mechanism. You know the parts where you put in "user" or "targets"? Now, during the <Target Actions> phase, you can use either "Prev Target" or "Next Target" to grab either the previous one or the next target in the list.
    OutQuart ....... LV4 Decelerating to zero velocity
 
    InOutQuart ..... LV4 Acceleration until halfway, then deceleration
 
  
    InQuint ........ LV5 Accelerating from zero velocity
+
; New Stuff
    OutQuint ....... LV5 Decelerating to zero velocity
 
    InOutQuint ..... LV5 Acceleration until halfway, then deceleration
 
  
    InExpo ......... Accelerate exponentially until finish
+
This part of the document will now be formatted like Yanfly's Action Seq help file to bring about a sense of familiarity.
    OutExpo ........ Initial exponential acceleration slowing to stop
 
    InOutExpo ...... Exponential acceleration and deceleration
 
  
    InCirc ......... Increasing velocity until stop
+
<html><img src='https://img.itch.zone/aW1nLzE5MzAyOTguZ2lm/original/Tt0DZq.gif' width='300'></html>
    OutCirc ........ Start fast, decreasing velocity until stop
 
    InOutCirc ...... Fast increase in velocity, fast decrease in velocity
 
  
    InBack ......... Slow movement backwards then fast snap to finish
+
; Balloon
    OutBack ........ Fast snap to backwards point then slow to finish
 
    InOutBack ...... Back In, then Back Out
 
  
    InElastic ...... Bounces slowly then quickly to finish
+
<pre>
    OutElastic ..... Fast acceleration, bounces to zero
+
=============================================================================
     InOutElastic ... Slow start and end, two bounces sandwich a fast motion
+
BALLOON type: targets
 
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    InBounce ....... Bounce increasing in velocity until completion
+
Plays a balloon emote that you normally see on the map scene but in battle
     OutBounce ...... Bounce to completion
+
instead. For types, replace that word with any of the following:
     InOutBounce .... Bounce in and bounce out
+
 
 +
     !
 +
    Exclamation
 +
 
 +
     ?
 +
     Question
  
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
    Music
Usage Example: move type: user, InOutBack
+
    Note
              move type: target, OutBounce
+
    Music Note
=============================================================================
 
</pre>
 
  
; Move Offset
+
    Heart
  
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMTkuZ2lm/original/LQvNwf.gif' width='300'></html>
+
    Anger
 +
    Pissed
  
<pre>
+
    Sweat
=============================================================================
 
MOVE target OFFSET: +X, +Y
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Use this after a Move Action Sequence. This lets you adjust the movement
 
location goal of the target by +x and +y. You can use negative numbers, too.
 
A positive number will mean further past the goal. A negative number means
 
before the goal. This is done this way to not have absolutes making tricky
 
calculations depending on which way the battler is facing
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Usage Example: move user offset: +100, +0
 
              move target offset: -50, +25
 
=============================================================================
 
</pre>
 
  
; Projectile
+
    Cobweb
  
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMjguZ2lm/original/6SG%2Fsr.gif' width='300'></html>
+
    Silence
 +
    ...
  
<pre>
+
    Lightbulb
=============================================================================
+
    Idea
PROJECTILE ICON id: START x y, GOAL x y
 
PROJECTILE ICON id: START target, GOAL target
 
  
PROJECTILE ANI id: START x y, GOAL x y
+
    zzz
PROJECTILE ANI id: START target, GOAL target
+
    Sleep
PROJECTILE ANIMATION id: START x y, GOAL x y
+
 
PROJECTILE ANIMATION id: START target, GOAL target
+
    User-Defined 1
 +
    User-Defined 2
 +
    User-Defined 3
 +
    User-Defined 4
 +
    User-Defined 5
 +
    User1
 +
    User2
 +
    User3
 +
    User4
 +
    User5
  
(optional parameters)
 
DURATION d
 
ARC a
 
EASE type
 
SPIN s
 
ICON SCALE i
 
ANGLE
 
START OFFSET +x +y
 
START OFFSET -x -y
 
GOAL OFFSET +x +y
 
GOAL OFFSET -x -y
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace id with either the icon index or the battle animation graphic you
+
Usage Example: balloon heart: user
want to use with the projectile. Choose a starting X and Y position or link
+
              balloon !: target
it to a target. Then choose a goal X and Y position or link that to a target
+
=============================================================================
too. The rest of the parameters are optional and can be used in any order
+
</pre>
you want, but I'll go through each of them.
 
  
If the starting targets have more than one member in them, projectiles will
+
; Move Type
be spawned from each target as a source. If the goal targets have more than
 
one member, projectiles will be made for each target. This means for each
 
source and each goal, a projectile will be made.
 
  
Duration: replace the d with the number of frames of duration. Default: 20
+
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMTAuZ2lm/original/Q%2FVmrt.gif' width='300'></html>
Arc: replace the a with the maximum arc height in pixels
 
Ease: replace type with an easing type from the Move Type list above
 
Spin: replace s with how fast you want the projectile to spin.
 
Icon Scale: replce i with the scale you want to increase your icons by
 
Angle: If you want the projectile to "arrow head" towards its goal, use this
 
Start Offset: lets you adjust the x and y offset of the starting position
 
Goal Offset: lets you adjust the x and y offset of the goal position
 
  
You can use as many projectiles on the screen at once as you want.
+
<pre>
 +
=============================================================================
 +
MOVE TYPE: target, easing
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: projectile icon 161: start user, goal target
+
Changes the way the target moves (until the end of the skill/item is done)
              projectile ani 71: start user, goal target
+
using easing. Replace 'easing' with any of the following:
  
projectile icon 176: duration 60, arc 300, spin 1.5
+
    Linear ......... No easing, no acceleration
projectile ani 71: duration 60, arc 50, ease InOutBack, angle
 
=============================================================================
 
</pre>
 
  
; Wait for Projectile
+
    InSine ......... Slight acceleration from zero to full speed
 +
    OutSine ........ Slight deceleration at the end
 +
    InOutSine ...... Slight accel. at beginning and slight decel. at end
  
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMjkuZ2lm/original/%2BLl1AL.gif' width='300'></html>
+
    InQuad ......... LV2 Accelerating from zero velocity
 +
    OutQuad ........ LV2 Decelerating to zero velocity
 +
    InOutQuad ...... LV2 Acceleration until halfway, then deceleration
  
<pre>
+
    InCubic ........ LV3 Accelerating from zero velocity
=============================================================================
+
    OutCubic ....... LV3 Decelerating to zero velocity
WAIT FOR PROJECTILE
+
    InOutCubic ..... LV3 Acceleration until halfway, then deceleration
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Waits for all the projectiles on the screen to reach their targets before
 
moving on with the rest of the Action Sequence list.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Usage Example: wait for projectile
 
=============================================================================
 
</pre>
 
  
; Afterglow
+
    InQuart ........ LV4 Accelerating from zero velocity
 +
    OutQuart ....... LV4 Decelerating to zero velocity
 +
    InOutQuart ..... LV4 Acceleration until halfway, then deceleration
  
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzAuZ2lm/original/TZl7Jx.gif' width='300'></html>
+
    InQuint ........ LV5 Accelerating from zero velocity
 +
    OutQuint ....... LV5 Decelerating to zero velocity
 +
    InOutQuint ..... LV5 Acceleration until halfway, then deceleration
  
<pre>
+
    InExpo ......... Accelerate exponentially until finish
=============================================================================
+
    OutExpo ........ Initial exponential acceleration slowing to stop
AFTERGLOW target
+
    InOutExpo ...... Exponential acceleration and deceleration
  
(optional parameters)
+
    InCirc ......... Increasing velocity until stop
SCALE s
+
    OutCirc ........ Start fast, decreasing velocity until stop
BRIGHTNESS b
+
    InOutCirc ...... Fast increase in velocity, fast decrease in velocity
DURATION d
+
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
    InBack ......... Slow movement backwards then fast snap to finish
(requires Olivia's Battle Impact plugin)
+
    OutBack ........ Fast snap to backwards point then slow to finish
Makes an afterglow effect on the target.
+
    InOutBack ...... Back In, then Back Out
 +
 
 +
    InElastic ...... Bounces slowly then quickly to finish
 +
    OutElastic ..... Fast acceleration, bounces to zero
 +
    InOutElastic ... Slow start and end, two bounces sandwich a fast motion
 +
 
 +
    InBounce ....... Bounce increasing in velocity until completion
 +
    OutBounce ...... Bounce to completion
 +
    InOutBounce .... Bounce in and bounce out
  
Scale: replace s with the scale of the glow.
 
Brightness: replace b with how bright the effect is.
 
Duration: replace d with the duration of the effect in frames.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: afterglow user
+
Usage Example: move type: user, InOutBack
               afterglow target: scale 1.5
+
               move type: target, OutBounce
              afterglow target: brightness 2
 
              afterglow user: duration 20
 
              afterglow user: scale 2, brightness 4, duration 60
 
 
=============================================================================
 
=============================================================================
 
</pre>
 
</pre>
  
; Apply Icon, Remove Icon
+
; Move Offset
  
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzEuZ2lm/original/mntp%2Fs.gif' width='300'></html>
+
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMTkuZ2lm/original/LQvNwf.gif' width='300'></html>
  
 
<pre>
 
<pre>
 
=============================================================================
 
=============================================================================
APPLY ICON id: target
+
MOVE target OFFSET: +X, +Y
REMOVE ICON id: target
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
+
Use this after a Move Action Sequence. This lets you adjust the movement
Apply/Remove icon effect for the target. Replace id with an icon index.
+
location goal of the target by +x and +y. You can use negative numbers, too.
 +
A positive number will mean further past the goal. A negative number means
 +
before the goal. This is done this way to not have absolutes making tricky
 +
calculations depending on which way the battler is facing
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: Apply Icon 2: target
+
Usage Example: move user offset: +100, +0
               Remove Icon 1: user
+
               move target offset: -50, +25
 
=============================================================================
 
=============================================================================
 
</pre>
 
</pre>
  
; Color Break
+
; Projectile
  
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzMuZ2lm/original/vPA54n.gif' width='300'></html>
+
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMjguZ2lm/original/6SG%2Fsr.gif' width='300'></html>
  
 
<pre>
 
<pre>
 
=============================================================================
 
=============================================================================
COLOR BREAK
+
PROJECTILE ICON id: START x y, GOAL x y
 +
PROJECTILE ICON id: START target, GOAL target
 +
 
 +
PROJECTILE ANI id: START x y, GOAL x y
 +
PROJECTILE ANI id: START target, GOAL target
 +
PROJECTILE ANIMATION id: START x y, GOAL x y
 +
PROJECTILE ANIMATION id: START target, GOAL target
  
 
(optional parameters)
 
(optional parameters)
INTENSITY i
 
 
DURATION d
 
DURATION d
 +
ARC a
 +
EASE type
 +
SPIN s
 +
ICON SCALE i
 +
ANGLE
 +
START OFFSET +x +y
 +
START OFFSET -x -y
 +
GOAL OFFSET +x +y
 +
GOAL OFFSET -x -y
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
+
Replace id with either the icon index or the battle animation graphic you
Makes the colors on the screen break up before coming back together.
+
want to use with the projectile. Choose a starting X and Y position or link
 
+
it to a target. Then choose a goal X and Y position or link that to a target
Intensity: Replace i with the intensity level of the break effect.
+
too. The rest of the parameters are optional and can be used in any order
Duration: Replace d with the duration of the effect in frames.
+
you want, but I'll go through each of them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Usage Example: color break
 
              color break: intensity 30
 
              color break: duration 20
 
              color break: intensity 60, duration 10
 
=============================================================================
 
</pre>
 
  
; Motion Blur
+
If the starting targets have more than one member in them, projectiles will
 +
be spawned from each target as a source. If the goal targets have more than
 +
one member, projectiles will be made for each target. This means for each
 +
source and each goal, a projectile will be made.
  
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzcuZ2lm/original/BJFR%2B2.gif' width='300'></html>
+
Duration: replace the d with the number of frames of duration. Default: 20
 
+
Arc: replace the a with the maximum arc height in pixels
<pre>
+
Ease: replace type with an easing type from the Move Type list above
=============================================================================
+
Spin: replace s with how fast you want the projectile to spin.
MOTION BLUR target
+
Icon Scale: replce i with the scale you want to increase your icons by
 +
Angle: If you want the projectile to "arrow head" towards its goal, use this
 +
Start Offset: lets you adjust the x and y offset of the starting position
 +
Goal Offset: lets you adjust the x and y offset of the goal position
  
(optional parameters)
+
You can use as many projectiles on the screen at once as you want.
VELOCITY x y
 
OFFSET o
 
DURATION d
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
+
Usage Example: projectile icon 161: start user, goal target
Makes a motion blur effect on the target before dissolving.
+
              projectile ani 71: start user, goal target
  
Velocity: Replace x and y with the horizontal and vertical velocity power.
+
projectile icon 176: duration 60, arc 300, spin 1.5
Offset: Replace o to determine how much to offset this effect by.
+
projectile ani 71: duration 60, arc 50, ease InOutBack, angle
Duration: Replace d with the duration of the effect in frames.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Usage Example: motion blur user
 
              motion blur target: velocity 30 60
 
              motion blur target: offset 10
 
              motion blur target: duration 20
 
              motion blur user: velocity 40 40, offset 100, duration 60
 
 
=============================================================================
 
=============================================================================
 
</pre>
 
</pre>
  
; Shockwave
+
; Wait for Projectile
  
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzguZ2lm/original/0otpCl.gif' width='300'></html>
+
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMjkuZ2lm/original/%2BLl1AL.gif' width='300'></html>
  
 
<pre>
 
<pre>
 
=============================================================================
 
=============================================================================
SHOCKWAVE: CENTER x y
+
WAIT FOR PROJECTILE
SHOCKWAVE: CENTER target
 
 
 
(optional parameters)
 
AMPLITUDE a
 
WAVELENGTH w
 
SPEED s
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
+
Waits for all the projectiles on the screen to reach their targets before
Makes a shockwave at either X, Y coordinates or at a target's center.
+
moving on with the rest of the Action Sequence list.
 
 
Amplitude: Replace a with how powerful you want the amplitude to be.
 
Wavelength: Replace w with how big the wavelengths are.
 
Speed: Replace s with how fast it is. Use a number between 0 and 1.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: shockwave: center 300 400
+
Usage Example: wait for projectile
          shockwave: center target
 
          shockwave: center target, amplitude 30
 
          shockwave: center target, wavelength 160
 
          shockwave: center user, speed 0.2
 
          shockwave: center user, amplitude 20, wavelength 120, speed 0.1
 
 
=============================================================================
 
=============================================================================
 
</pre>
 
</pre>
  
== [[Battle System - ATB (YEP)|Battle System - ATB]] ==
+
; Afterglow
  
<nowiki>
+
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzAuZ2lm/original/TZl7Jx.gif' width='300'></html>
You can make use of these extra ATB related action sequences.
 
  
 +
<pre>
 
=============================================================================
 
=============================================================================
ATB CHARGE: target, X
+
AFTERGLOW target
ATB CHARGE: target, X%
+
 
ATB CHARGE: targets, +X
+
(optional parameters)
ATB CHARGE: targets, +X%
+
SCALE s
 +
BRIGHTNESS b
 +
DURATION d
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for ATB. Sets the target's ATB charge to X or X%. This only
+
(requires Olivia's Battle Impact plugin)
applies when the target is in the ATB charge phase. This will not affect
+
Makes an afterglow effect on the target.
the user to prevent mechanical issues.
+
 
 +
Scale: replace s with the scale of the glow.
 +
Brightness: replace b with how bright the effect is.
 +
Duration: replace d with the duration of the effect in frames.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: atb charge: targets, +5000
+
Usage Example: afterglow user
               atb charge: target, -50%
+
              afterglow target: scale 1.5
 +
              afterglow target: brightness 2
 +
              afterglow user: duration 20
 +
               afterglow user: scale 2, brightness 4, duration 60
 
=============================================================================
 
=============================================================================
 +
</pre>
 +
 +
; Apply Icon, Remove Icon
  
 +
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzEuZ2lm/original/mntp%2Fs.gif' width='300'></html>
 +
 +
<pre>
 
=============================================================================
 
=============================================================================
ATB GAUGE: target, X
+
APPLY ICON id: target
ATB GAUGE: target, X%
+
REMOVE ICON id: target
ATB GAUGE: targets, +X
 
ATB GAUGE: targets, +X%
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for ATB. Sets the target's ATB speed or charge (whichever the
+
(requires Olivia's Battle Impact plugin)
user is currently filling up) to X or X%. This only. This will not affect
+
Apply/Remove icon effect for the target. Replace id with an icon index.
the user to prevent mechanical issues.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: atb gauge: targets, +5000
+
Usage Example: Apply Icon 2: target
               atb gauge: target, -50%
+
               Remove Icon 1: user
 
=============================================================================
 
=============================================================================
 +
</pre>
  
 +
; Color Break
 +
 +
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzMuZ2lm/original/vPA54n.gif' width='300'></html>
 +
 +
<pre>
 
=============================================================================
 
=============================================================================
ATB INTERRUPT: target
+
COLOR BREAK
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
 
Usable only for ATB. If the target is in the charging phase, interrupt it.
+
(optional parameters)
 +
INTENSITY i
 +
DURATION d
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: atb interrupt: targets
+
(requires Olivia's Battle Impact plugin)
=============================================================================
+
Makes the colors on the screen break up before coming back together.
 
+
 
=============================================================================
+
Intensity: Replace i with the intensity level of the break effect.
ATB SPEED: target, X
+
Duration: Replace d with the duration of the effect in frames.
ATB SPEED: target, X%
 
ATB SPEED: targets, +X
 
ATB SPEED: targets, +X%
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for ATB. Sets the target's ATB speed to X or X%. This only
+
Usage Example: color break
applies when the target is filling up its ATB gauge. This will not affect
+
              color break: intensity 30
the user to prevent mechanical issues.
+
              color break: duration 20
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
               color break: intensity 60, duration 10
Usage Example: atb speed: targets, +5000
 
               atb speed: target, -50%
 
 
=============================================================================
 
=============================================================================
</nowiki>
+
</pre>
  
== [[Battle System - CTB (YEP)|Battle System - CTB]] ==
+
; Motion Blur
  
<nowiki>
+
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzcuZ2lm/original/BJFR%2B2.gif' width='300'></html>
You can make use of these extra CTB related action sequences.
 
  
 +
<pre>
 
=============================================================================
 
=============================================================================
CTB ORDER: target, +X
+
MOTION BLUR target
CTB ORDER: target, -X
+
 
 +
(optional parameters)
 +
VELOCITY x y
 +
OFFSET o
 +
DURATION d
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for CTB. Moves target's position in the turn order by +x or -x.
+
(requires Olivia's Battle Impact plugin)
+x will make the target having to wait more before getting their turn while
+
Makes a motion blur effect on the target before dissolving.
-x will make the target having to wait less. The effect is minimal and will
+
 
only last for the current turn cycle.
+
Velocity: Replace x and y with the horizontal and vertical velocity power.
* Note: If you use this for multiple targets, each target will shift turns
+
Offset: Replace o to determine how much to offset this effect by.
individually at a time.
+
Duration: Replace d with the duration of the effect in frames.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: ctb order: target, -2
+
Usage Example: motion blur user
               ctb order: target, +3
+
              motion blur target: velocity 30 60
 +
              motion blur target: offset 10
 +
              motion blur target: duration 20
 +
               motion blur user: velocity 40 40, offset 100, duration 60
 
=============================================================================
 
=============================================================================
 +
</pre>
  
 +
; Shockwave
 +
 +
<html><img src='https://img.itch.zone/aW1nLzE5MzAzMzguZ2lm/original/0otpCl.gif' width='300'></html>
 +
 +
<pre>
 
=============================================================================
 
=============================================================================
CTB SPEED: target, X
+
SHOCKWAVE: CENTER x y
CTB SPEED: target, X%
+
SHOCKWAVE: CENTER target
CTB SPEED: targets, +X
+
 
CTB SPEED: targets, +X%
+
(optional parameters)
 +
AMPLITUDE a
 +
WAVELENGTH w
 +
SPEED s
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for CTB. Sets the target's CTB speed to X or X%. This only
+
(requires Olivia's Battle Impact plugin)
applies when the target is filling up its CTB gauge. This will not affect
+
Makes a shockwave at either X, Y coordinates or at a target's center.
the user to prevent mechanical issues.
+
 
 +
Amplitude: Replace a with how powerful you want the amplitude to be.
 +
Wavelength: Replace w with how big the wavelengths are.
 +
Speed: Replace s with how fast it is. Use a number between 0 and 1.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: ctb speed: targets, +5000
+
Usage Example: shockwave: center 300 400
              ctb speed: target, -50%
+
          shockwave: center target
 +
          shockwave: center target, amplitude 30
 +
          shockwave: center target, wavelength 160
 +
          shockwave: center user, speed 0.2
 +
          shockwave: center user, amplitude 20, wavelength 120, speed 0.1
 
=============================================================================
 
=============================================================================
</nowiki>
+
</pre>
  
== [[Critical Control (YEP)|Critical Control]] ==
+
== [[Damage Core (YEP)|Damage Core]] ==
  
 
  <nowiki>
 
  <nowiki>
Line 1,684: Line 1,773:
  
 
=============================================================================
 
=============================================================================
CRITICAL MULTIPLIER: x%
+
BYPASS DAMAGE CAP
CRITICAL MULTIPLIER: x.y
 
CRITICAL MULTIPLIER: VARIABLE x
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the critical multiplier for the skill/item until the end of the
+
This will override all damage caps. This is applied to healing, too.
action sequence. This will only take effect if there is a critical hit. If
 
you use a variable, it is treated as a percentage.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: critical multiplier: 50%
+
Usage Example: bypass damage cap
              critical multiplier: 8.667
 
              critical multiplier: variable 3
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FLAT CRITICAL: +x
+
DAMAGE CAP: x
FLAT CRITICAL: -x
+
HEALING CAP: x
FLAT CRITICAL: VARIABLE x
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the flat critical increase for the skill/item until the end of
+
This sets the action's damage cap to x, overriding all over damage caps in
the action sequence. This will only take effect if there is a critical hit.
+
play except its own. This will also apply to healing, too.
This will automatically adjust for damage or healing.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flat critical: +100
+
Usage Example: damage cap: 999
               flat critical: -250
+
               healing cap: 999999
              flat critical: variable 3
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FORCE CRITICAL
+
DAMAGE RATE: x%
FORCE NO CRITICAL
+
DAMAGE RATE: x.y
NORMAL CRITICAL
+
DAMAGE RATE: VARIABLE x
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This forces the following action effects in the action sequence to either
+
This changes the damage rate across all types of damage (physical, magical,
always be a critical hit or not a critical hit ignoring all other factors.
+
and certain hit). The damage rate is reset at the end of each action
Using 'normal critical' will reduce the following action effects to use the
+
sequence. If you use a variable, it is treated as a percentage.
regular critical hit rate calculation.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: force critical
+
Usage Example: damage rate: 50%
               force no critical
+
               damage rate: 8.667
               normal critical
+
               damage rate: variable 3
 
=============================================================================
 
=============================================================================
</nowiki>
 
 
== [[Damage Core (YEP)|Damage Core]] ==
 
 
<nowiki>
 
If you have YEP_BattleEngineCore.js installed with this plugin located
 
underneath it in the Plugin Manager, you can make use of these extra
 
damage related action sequences.
 
  
 
=============================================================================
 
=============================================================================
BYPASS DAMAGE CAP
+
FLAT DAMAGE: +x
 +
FLAT DAMAGE: -x
 +
FLAT DAMAGE: VARIABLE x
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will override all damage caps. This is applied to healing, too.
+
This adds a flat damage across all types of damage (physical, magical, and
 +
certain hit). The flat damage is reset at the end of each action sequence.
 +
If you use a variable, it is added onto the damage.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: bypass damage cap
+
Usage Example: flat damage: +100
 +
              flat damage: -250
 +
              flat damage: variable 3
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
DAMAGE CAP: x
+
FLAT GLOBAL: +x
HEALING CAP: x
+
FLAT GLOBAL: -x
 +
FLAT GLOBAL: VARIABLE x
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This sets the action's damage cap to x, overriding all over damage caps in
+
This adds a flat global damage and heal across all types of damage
play except its own. This will also apply to healing, too.
+
(physical, magical, and certain hit). The flat damage and heal is reset at
 +
the end of each action sequence. If you use a variable, it is added onto the
 +
damage and heal.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: damage cap: 999
+
Usage Example: flat global: +100
               healing cap: 999999
+
               flat global: -250
 +
              flat global: variable 3
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
DAMAGE RATE: x%
+
FLAT HEAL: +x
DAMAGE RATE: x.y
+
FLAT HEAL: -x
DAMAGE RATE: VARIABLE x
+
FLAT HEAL: VARIABLE x
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the damage rate across all types of damage (physical, magical,
+
This adds a flat heal across all types of damage (physical, magical, and
and certain hit). The damage rate is reset at the end of each action
+
certain hit). The flat heal is reset at the end of each action sequence.
sequence. If you use a variable, it is treated as a percentage.
+
If you use a variable, it is added onto the heal.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: damage rate: 50%
+
Usage Example: flat heal: +100
               damage rate: 8.667
+
               flat heal: -250
               damage rate: variable 3
+
               flat heal: variable 3
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FLAT DAMAGE: +x
+
GLOBAL RATE: x%
FLAT DAMAGE: -x
+
GLOBAL RATE: x.y
FLAT DAMAGE: VARIABLE x
+
GLOBAL RATE: VARIABLE x
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This adds a flat damage across all types of damage (physical, magical, and
+
This changes the damage and healing rates across all types of damage
certain hit). The flat damage is reset at the end of each action sequence.
+
(physical, magical, and certain hit). The damage and healing rates are reset
If you use a variable, it is added onto the damage.
+
at the end of each action sequence. If you use a variable, it is treated as
 +
a percentage.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flat damage: +100
+
Usage Example: global rate: 50%
               flat damage: -250
+
               global rate: 8.667
               flat damage: variable 3
+
               global rate: variable 3
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FLAT GLOBAL: +x
+
HEAL RATE: x%
FLAT GLOBAL: -x
+
HEAL RATE: x.y
FLAT GLOBAL: VARIABLE x
+
HEAL RATE: VARIABLE x
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This adds a flat global damage and heal across all types of damage
+
This changes the healing rate across all types of damage (physical, magical,
(physical, magical, and certain hit). The flat damage and heal is reset at
+
and certain hit). The healing rate is reset at the end of each action
the end of each action sequence. If you use a variable, it is added onto the
+
sequence. If you use a variable, it is treated as a percentage.
damage and heal.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flat global: +100
+
Usage Example: heal rate: 50%
               flat global: -250
+
               heal rate: 8.667
               flat global: variable 3
+
               heal rate: variable 3
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FLAT HEAL: +x
+
RESET DAMAGE CAP
FLAT HEAL: -x
 
FLAT HEAL: VARIABLE x
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This adds a flat heal across all types of damage (physical, magical, and
+
This will reset the damage cap implemented by the Damage Cap action
certain hit). The flat heal is reset at the end of each action sequence.
+
sequence. This will also reset the effects of the Bypass Damage Cap
If you use a variable, it is added onto the heal.
+
action sequence.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flat heal: +100
+
Usage Example: reset damage cap
              flat heal: -250
 
              flat heal: variable 3
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
GLOBAL RATE: x%
+
RESET DAMAGE MODIFIERS
GLOBAL RATE: x.y
 
GLOBAL RATE: VARIABLE x
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the damage and healing rates across all types of damage
+
This will cause all damage and healing modifiers caused by action sequences
(physical, magical, and certain hit). The damage and healing rates are reset
+
to reset. While they normally reset at the end of each action sequence, this
at the end of each action sequence. If you use a variable, it is treated as
+
will allow you to do it manually.
a percentage.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: global rate: 50%
+
Usage Example: reset damage modifiers
              global rate: 8.667
 
              global rate: variable 3
 
 
=============================================================================
 
=============================================================================
 +
</nowiki>
 +
 +
=== [[Armor Scaling (YEP)|Armor Scaling]] ===
 +
<hr>
 +
 +
<nowiki>
 +
If you have YEP_BattleEngineCore.js installed with this plugin located
 +
underneath it in the Plugin Manager, you can make use of these extra
 +
armor scaling related action sequences.
  
 
=============================================================================
 
=============================================================================
HEAL RATE: x%
+
ARMOR PENETRATION: X
HEAL RATE: x.y
+
ARMOR PENETRATION: X%
HEAL RATE: VARIABLE x
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the healing rate across all types of damage (physical, magical,
+
Causes the skill to have a global armor pentration property of either x or
and certain hit). The healing rate is reset at the end of each action
+
x% rate. This property is reset at the end of the action sequence.
sequence. If you use a variable, it is treated as a percentage.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: heal rate: 50%
+
Usage Example: armor penetration: 20
               heal rate: 8.667
+
               armor penetration: 30%
              heal rate: variable 3
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
RESET DAMAGE CAP
+
ARMOR REDUCTION: X
 +
ARMOR REDUCTION: X%
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will reset the damage cap implemented by the Damage Cap action
+
Causes the skill to have a global armor reduction property of either x or
sequence. This will also reset the effects of the Bypass Damage Cap
+
x% rate. This property is reset at the end of the action sequence.
action sequence.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset damage cap
+
Usage Example: armor reduction: 20
 +
              armor reduction: 30%
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
RESET DAMAGE MODIFIERS
+
RESET ARMOR PENETRATION
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will cause all damage and healing modifiers caused by action sequences
+
Resets global set armor penetration properties.
to reset. While they normally reset at the end of each action sequence, this
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
will allow you to do it manually.
+
Usage Example: reset armor penetration
 +
=============================================================================
 +
 
 +
=============================================================================
 +
RESET ARMOR REDUCTION
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Resets global set armor reduction properties.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset damage modifiers
+
Usage Example: reset armor reduction
 
=============================================================================
 
=============================================================================
 
</nowiki>
 
</nowiki>
  
== [[Element Core (YEP)|Element Core]] ==
+
=== [[Critical Control (YEP)|Critical Control]] ===
 +
<hr>
  
 
  <nowiki>
 
  <nowiki>
Line 1,868: Line 1,954:
  
 
=============================================================================
 
=============================================================================
ADD ELEMENT: X
+
CRITICAL MULTIPLIER: x%
ADD ELEMENT: X, X, X
+
CRITICAL MULTIPLIER: x.y
ADD ELEMENT: NAME
+
CRITICAL MULTIPLIER: VARIABLE x
ADD ELEMENT: NAME, NAME, NAME
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will add more elements to the currently existing elements. This will
+
This changes the critical multiplier for the skill/item until the end of the
not include forced elements.
+
action sequence. This will only take effect if there is a critical hit. If
 +
you use a variable, it is treated as a percentage.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add element: 4
+
Usage Example: critical multiplier: 50%
               add element: 5, 6, 7
+
               critical multiplier: 8.667
               add element: fire
+
               critical multiplier: variable 3
              add element: ice, wind, water
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
CLEAR ELEMENT
+
FLAT CRITICAL: +x
 +
FLAT CRITICAL: -x
 +
FLAT CRITICAL: VARIABLE x
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will clear any ___ Element action sequence settings and revert element
+
This changes the flat critical increase for the skill/item until the end of
calculation back to normal.
+
the action sequence. This will only take effect if there is a critical hit.
 +
This will automatically adjust for damage or healing.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: clear element
+
Usage Example: flat critical: +100
 +
              flat critical: -250
 +
              flat critical: variable 3
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
FORCE ELEMENT: X
+
FORCE CRITICAL
FORCE ELEMENT: X, X, X
+
FORCE NO CRITICAL
FORCE ELEMENT: NAME
+
NORMAL CRITICAL
FORCE ELEMENT: NAME, NAME, NAME
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will override elemental settings for elemental damage rate calculations
+
This forces the following action effects in the action sequence to either
except for customized calculations that aim at specific elements. This will
+
always be a critical hit or not a critical hit ignoring all other factors.
ignore all other elements.
+
Using 'normal critical' will reduce the following action effects to use the
 +
regular critical hit rate calculation.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: force element: 4
+
Usage Example: force critical
               force element: 5, 6, 7
+
               force no critical
               force element: fire
+
               normal critical
              force element: ice, wind, water
 
=============================================================================
 
 
 
=============================================================================
 
NULL ELEMENT
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
This will force the elements to null. Calculated elemental damage will
 
always return neutral rate. Using this will clear the Force Element action
 
sequence effect.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Usage Example: null element
 
 
=============================================================================
 
=============================================================================
 
</nowiki>
 
</nowiki>
  
== [[Improved Battlebacks (YEP)|Improved Battlebacks]] ==
+
== [[Element Core (YEP)|Element Core]] ==
  
 
  <nowiki>
 
  <nowiki>
Line 1,926: Line 2,005:
  
 
=============================================================================
 
=============================================================================
BATTLEBACK id ADD: folder, filename
+
ADD ELEMENT: X
BATTLEBACK id ADD: folder, filename, hue
+
ADD ELEMENT: X, X, X
 +
ADD ELEMENT: NAME
 +
ADD ELEMENT: NAME, NAME, NAME
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter as a number larger than 2
+
This will add more elements to the currently existing elements. This will
(i.e. 3 or above). Replace 'folder' with the exact folder name in your
+
not include forced elements.
project's 'img' folder (case sensitive). Replace 'filename' with the image
 
filename without the file extension (case sensitive). If 'hue' is used,
 
replace 'hue' with a number between 0 and 360 to change the hue of the image
 
used. This will add a new battleback stacked on top of battlebacks 1 and 2
 
with higher ID's being on top. When newly added, the new battleback will
 
start at opacity 0 and fade in with a duration of 20 frames.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 3 add: battlebacks1, GrassMazePool
+
Usage Example: add element: 4
               battleback 4 add: battlebacks2, GrassMaze, 180
+
              add element: 5, 6, 7
 +
              add element: fire
 +
               add element: ice, wind, water
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
BATTLEBACK id REMOVE
+
CLEAR ELEMENT
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter as a number larger than
+
This will clear any ___ Element action sequence settings and revert element
2 (i.e. 3 or above). This will remove the battleback from being shown. When
+
calculation back to normal.
this command is used, the battleback will fade with a duration of 20 frames.
 
Once it reaches 0 opacity, the battleback will be removed from the battle.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 3 remove
+
Usage Example: clear element
              battleback 4 remove
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
BATTLEBACK id CHANGE TO: folder, filename
+
FORCE ELEMENT: X
BATTLEBACK id CHANGE TO: folder, filename, hue
+
FORCE ELEMENT: X, X, X
 +
FORCE ELEMENT: NAME
 +
FORCE ELEMENT: NAME, NAME, NAME
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Replace 'folder' with
+
This will override elemental settings for elemental damage rate calculations
the exact folder name in your project's 'img' folder (case sensitive).
+
except for customized calculations that aim at specific elements. This will
Replace 'filename' with the image filename without the file extension (case
+
ignore all other elements.
sensitive). This will change the designated battleback's image to use the
 
desired image depicted by the folder and filename. If 'hue' is used, replace
 
'hue' with a number between 0 and 360 to change the hue of the image used.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 change to: parallaxes, SeaofClouds
+
Usage Example: force element: 4
               battleback 2 change to: battlebacks2, Ship, 180
+
              force element: 5, 6, 7
 +
              force element: fire
 +
               force element: ice, wind, water
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
BATTLEBACK id FADE OUT
+
NULL ELEMENT
BATTLEBACK id FADE OUT: duration
 
BATTLEBACK id FADE IN
 
BATTLEBACK id FADE IN: duration
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. This will cause the
+
This will force the elements to null. Calculated elemental damage will
designated battleback to fade out/in. If 'duration' is used, replace it with
+
always return neutral rate. Using this will clear the Force Element action
a number to indicate how many frames will be used for the fade out/in. If
+
sequence effect.
no duration is specified, it will default to 20 frames.
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 fade out
+
Usage Example: null element
              battleback 2 fade out: 120
 
              battleback 1 fade in
 
              battleback 2 fade in: 180
 
 
=============================================================================
 
=============================================================================
 +
</nowiki>
 +
 +
== [[Improved Battlebacks (YEP)|Improved Battlebacks]] ==
 +
 +
<nowiki>
 +
If you have YEP_BattleEngineCore.js installed with this plugin located
 +
underneath it in the Plugin Manager, you can make use of these extra
 +
damage related action sequences.
  
 
=============================================================================
 
=============================================================================
BATTLEBACK id OPACITY: n
+
BATTLEBACK id ADD: folder, filename
BATTLEBACK id OPACITY: n%
+
BATTLEBACK id ADD: folder, filename, hue
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Replace 'n' with the
+
Replace 'id' with the battleback you wish to alter as a number larger than 2
opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the
+
(i.e. 3 or above). Replace 'folder' with the exact folder name in your
opacity rate you wish to set the battleback to (from 0% to 100%). This will
+
project's 'img' folder (case sensitive). Replace 'filename' with the image
set the designated battleback's opacity to that value. If there are any fade
+
filename without the file extension (case sensitive). If 'hue' is used,
in or out commands occurring as this command is issued, they'll be disabled.
+
replace 'hue' with a number between 0 and 360 to change the hue of the image
 +
used. This will add a new battleback stacked on top of battlebacks 1 and 2
 +
with higher ID's being on top. When newly added, the new battleback will
 +
start at opacity 0 and fade in with a duration of 20 frames.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 opacity: 127
+
Usage Example: battleback 3 add: battlebacks1, GrassMazePool
               battleback 2 opacity: 50%
+
               battleback 4 add: battlebacks2, GrassMaze, 180
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
BATTLEBACK id SCROLL SPEED X: +n
+
BATTLEBACK id REMOVE
BATTLEBACK id SCROLL SPEED X: -n
 
BATTLEBACK id SCROLL SPEED Y: +n
 
BATTLEBACK id SCROLL SPEED Y: -n
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Replace 'n' with the
+
Replace 'id' with the battleback you wish to alter as a number larger than
value you wish to change the scroll speed X or scroll speed Y of. The higher
+
2 (i.e. 3 or above). This will remove the battleback from being shown. When
the 'n' value, the faster it scrolls.
+
this command is used, the battleback will fade with a duration of 20 frames.
 +
Once it reaches 0 opacity, the battleback will be removed from the battle.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 scroll speed x: +1
+
Usage Example: battleback 3 remove
              battleback 1 scroll speed y: +2
+
               battleback 4 remove
              battleback 2 scroll speed x: -3
 
               battleback 2 scroll speed y: -4
 
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
BATTLEBACK id RESET SCROLL SPEED
+
BATTLEBACK id CHANGE TO: folder, filename
 +
BATTLEBACK id CHANGE TO: folder, filename, hue
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Resets the scroll
+
Replace 'id' with the battleback you wish to alter. Replace 'folder' with
speeds for X and Y back to 0.
+
the exact folder name in your project's 'img' folder (case sensitive).
 +
Replace 'filename' with the image filename without the file extension (case
 +
sensitive). This will change the designated battleback's image to use the
 +
desired image depicted by the folder and filename. If 'hue' is used, replace
 +
'hue' with a number between 0 and 360 to change the hue of the image used.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 reset scroll speed
+
Usage Example: battleback 1 change to: parallaxes, SeaofClouds
 +
              battleback 2 change to: battlebacks2, Ship, 180
 
=============================================================================
 
=============================================================================
</nowiki>
 
 
== [[Skill Cooldowns (YEP)|Skill Cooldowns]] ==
 
 
<nowiki>
 
If you have YEP_BattleEngineCore.js installed with this plugin located
 
underneath it in the Plugin Manager, you can make use of these extra
 
cooldown related action sequences.
 
  
 
=============================================================================
 
=============================================================================
GLOBAL COOLDOWN: targets, +X
+
BATTLEBACK id FADE OUT
GLOBAL COOLDOWN: targets, -X
+
BATTLEBACK id FADE OUT: duration
GLOBAL COOLDOWN: targets, X
+
BATTLEBACK id FADE IN
 +
BATTLEBACK id FADE IN: duration
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sets the cooldown for all of the targets to be adjusted by X value. This
+
Replace 'id' with the battleback you wish to alter. This will cause the
applies to every skill that doesn't bypass cooldowns.
+
designated battleback to fade out/in. If 'duration' is used, replace it with
 +
a number to indicate how many frames will be used for the fade out/in. If
 +
no duration is specified, it will default to 20 frames.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: global cooldown: target, +5
+
Usage Example: battleback 1 fade out
               global cooldown: user, -3
+
              battleback 2 fade out: 120
               global cooldown: enemies, 10
+
               battleback 1 fade in
 +
               battleback 2 fade in: 180
 
=============================================================================
 
=============================================================================
  
 
=============================================================================
 
=============================================================================
SKILL X COOLDOWN: targets, +Y
+
BATTLEBACK id OPACITY: n
SKILL X COOLDOWN: targets, -Y
+
BATTLEBACK id OPACITY: n%
SKILL X COOLDOWN: targets, Y
 
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes skill X to be adjusted by Y value for the targets. This only applies
+
Replace 'id' with the battleback you wish to alter. Replace 'n' with the
the specific skill x's cooldown.
+
opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the
 +
opacity rate you wish to set the battleback to (from 0% to 100%). This will
 +
set the designated battleback's opacity to that value. If there are any fade
 +
in or out commands occurring as this command is issued, they'll be disabled.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: skill 10 cooldown: target, +5
+
Usage Example: battleback 1 opacity: 127
               skill 12 cooldown: user, -3
+
              battleback 2 opacity: 50%
               skill 15 cooldown: enemies, 10
+
=============================================================================
 +
 
 +
=============================================================================
 +
BATTLEBACK id SCROLL SPEED X: +n
 +
BATTLEBACK id SCROLL SPEED X: -n
 +
BATTLEBACK id SCROLL SPEED Y: +n
 +
BATTLEBACK id SCROLL SPEED Y: -n
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Replace 'id' with the battleback you wish to alter. Replace 'n' with the
 +
value you wish to change the scroll speed X or scroll speed Y of. The higher
 +
the 'n' value, the faster it scrolls.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: battleback 1 scroll speed x: +1
 +
               battleback 1 scroll speed y: +2
 +
              battleback 2 scroll speed x: -3
 +
               battleback 2 scroll speed y: -4
 +
=============================================================================
 +
 
 +
=============================================================================
 +
BATTLEBACK id RESET SCROLL SPEED
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Replace 'id' with the battleback you wish to alter. Resets the scroll
 +
speeds for X and Y back to 0.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: battleback 1 reset scroll speed
 
=============================================================================
 
=============================================================================
 +
</nowiki>
  
=============================================================================
+
== [[Skill Core (YEP)|Skill Core]] ==
SKILL TYPE X COOLDOWN: targets, +Y
+
 
SKILL TYPE X COOLDOWN: targets, -Y
+
=== [[Skill Cooldowns (YEP)|Skill Cooldowns]] ===
SKILL TYPE X COOLDOWN: targets, Y
+
<hr>
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
 
Causes skill type X skills to be adjusted by Y value for the targets. This
+
<nowiki>
only applies the specific skill type x skill's cooldown.
+
If you have YEP_BattleEngineCore.js installed with this plugin located
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
underneath it in the Plugin Manager, you can make use of these extra
Usage Example: skill type 1 cooldown: target, +5
+
cooldown related action sequences.
               skill type 2 cooldown: user, -3
+
 
               skill type 5 cooldown: enemies, 10
+
=============================================================================
 +
GLOBAL COOLDOWN: targets, +X
 +
GLOBAL COOLDOWN: targets, -X
 +
GLOBAL COOLDOWN: targets, X
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Sets the cooldown for all of the targets to be adjusted by X value. This
 +
applies to every skill that doesn't bypass cooldowns.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: global cooldown: target, +5
 +
              global cooldown: user, -3
 +
              global cooldown: enemies, 10
 +
=============================================================================
 +
 
 +
=============================================================================
 +
SKILL X COOLDOWN: targets, +Y
 +
SKILL X COOLDOWN: targets, -Y
 +
SKILL X COOLDOWN: targets, Y
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Causes skill X to be adjusted by Y value for the targets. This only applies
 +
the specific skill x's cooldown.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: skill 10 cooldown: target, +5
 +
              skill 12 cooldown: user, -3
 +
              skill 15 cooldown: enemies, 10
 +
=============================================================================
 +
 
 +
=============================================================================
 +
SKILL TYPE X COOLDOWN: targets, +Y
 +
SKILL TYPE X COOLDOWN: targets, -Y
 +
SKILL TYPE X COOLDOWN: targets, Y
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Causes skill type X skills to be adjusted by Y value for the targets. This
 +
only applies the specific skill type x skill's cooldown.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: skill type 1 cooldown: target, +5
 +
               skill type 2 cooldown: user, -3
 +
               skill type 5 cooldown: enemies, 10
 +
=============================================================================
 +
</nowiki>
 +
 
 +
== [[Unison Attack (Irina)|Unison Attack]] ==
 +
 
 +
<html><img src='https://img.itch.zone/aW1nLzI0MjE5NjcuZ2lm/original/0Pp4HF.gif' width='630'></html>
 +
 
 +
<html><img src='https://img.itch.zone/aW1nLzI0MjE5NTIucG5n/original/NQLF32.png'></html>
 +
 
 +
Before I begin on the Action Sequences, I want to say there's two new
 +
additions to the targeting mechanism. You know the parts where you put in
 +
"user" or "targets"? There are new target typings to choose from.
 +
 
 +
<pre>
 +
  $UnisonMember1
 +
  - Selects the first participating member of a Unison Attack. This will be
 +
  the skill user whose using the first listed skill in <Unison Skill: x>
 +
  notetag list.
 +
</pre>
 +
<pre>
 +
  $UnisonMember2
 +
  - Selects the 2nd participating member of a Unison Attack. This will be
 +
  the skill user whose using the 2nd listed skill in <Unison Skill: x>
 +
  notetag list.
 +
</pre>
 +
<pre>
 +
  $UnisonMember3
 +
  - Selects the 3rd participating member of a Unison Attack. This will be
 +
  the skill user whose using the 3rd listed skill in <Unison Skill: x>
 +
  notetag list.
 +
</pre>
 +
<pre>
 +
  $UnisonMember4
 +
  - Selects the 4th participating member of a Unison Attack. This will be
 +
  the skill user whose using the 4th listed skill in <Unison Skill: x>
 +
  notetag list.
 +
</pre>
 +
 
 +
And so on...
 +
 
 +
<pre>
 +
  $UnisonMembers
 +
  - Selects all participating members of a Unison Attack.
 +
</pre>
 +
 
 +
== [[Weapon Swap System (Olivia)|Weapon Swap System]] ==
 +
 
 +
<html><img src='https://img.itch.zone/aW1nLzE0NjUzMjguZ2lm/original/ZVqWez.gif'></html>
 +
 
 +
If you are using YEP Battle Engine Core, there is an action sequence that
 +
lets you switch weapons for the actor in the middle of an action sequence:
 +
 
 +
<pre>
 +
Weapon Swap: targets, x
 +
or
 +
Weapon Swap: targets, text
 +
or
 +
Swap Weapon: targets, x
 +
or
 +
Swap Weapon: targets, text
 +
</pre>
 +
 
 +
Use x with the weapon type ID in the Database Type tab. Or use text and
 +
replace it with the name of the weapon type. If you use the name of the
 +
weapon type, type it out exactly as it is spelled because it is case
 +
sensitive.
 +
 
 +
== [[Weather In Battle (YEP)|Weather In Battle]] ==
 +
 
 +
<nowiki>
 +
If you have YEP_BattleEngineCore.js installed with this plugin located
 +
underneath it in the Plugin Manager, you can make use of these extra
 +
damage related action sequences.
 +
 
 +
=============================================================================
 +
WEATHER: type, (power), (duration)
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Replace 'type' with either 'none', 'rain', 'storm', or 'snow'.
 +
Replace 'power' with a value between 1 and 9.
 +
Replace 'duration' with the number of frames you want the change to be.
 +
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 +
Usage Example: weather: rain, 5, 20
 +
              weather: storm, 7, 60
 +
              weather: snow, 9, 90
 +
              weather: none, 1, 60
 
=============================================================================
 
=============================================================================
 
</nowiki>
 
</nowiki>
  
== [[Weather In Battle (YEP)|Weather In Battle]] ==
+
|}
 
 
<nowiki>
 
If you have YEP_BattleEngineCore.js installed with this plugin located
 
underneath it in the Plugin Manager, you can make use of these extra
 
damage related action sequences.
 
 
 
=============================================================================
 
WEATHER: type, (power), (duration)
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Replace 'type' with either 'none', 'rain', 'storm', or 'snow'.
 
Replace 'power' with a value between 1 and 9.
 
Replace 'duration' with the number of frames you want the change to be.
 
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
Usage Example: weather: rain, 5, 20
 
              weather: storm, 7, 60
 
              weather: snow, 9, 90
 
              weather: none, 1, 60
 
=============================================================================
 
</nowiki>
 

Latest revision as of 18:36, 29 December 2023

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



Instructions

Action Sequences - ala Melody

Battle Engine Core includes Yanfly Engine Melody's Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

Each skill and item consists of five different action sequences. They are as follows:

1. Setup Actions
They prepare the active battler before carrying out the bulk of the action

and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

2. Whole Actions
These actions will affect all of the targets simultaneously. Although this

section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

3. Target Actions
This section will affect all of the targets individually. Used primarily

for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

4. Follow Actions
This section will dedicate towards cleanup work after the individual

targeting actions. Here, it'll do things such as removing immortal flags, start up common events, and more.

5. Finish Actions
This section will have the active battler close up the action sequence.

Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

Now that you know each of the five steps each action sequence goes through, here's the tags you can insert inside of skills and items. Pay attention to each tag name.

1. <setup action>
    action list
    action list
   </setup action>

2. <whole action>
    action list  
    action list  
   </whole action>

3. <target action>
    action list
    action list
   </target action>

4. <follow action>
    action list
    action list
   </follow action>

5. <finish action>
    action list
    action list
   </finish action>

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

Furthermore, to prevent overflooding every single one of your database item's noteboxes with action sequence lists, there's a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

<action copy: x:y>

Replace x with "item" or "skill" to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill's action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you've placed in the notebox.

Target Typing

You may notice that in some of the actions below will say "refer to target typing" which is this section right here. Here's a quick run down on the various targets you may select.

user This will select the active battler.
target, targets These will select the active targets in question.
actors, existing actors These will select all living actors.
all actors This will select all actors including dead ones.
dead actors This will select only dead actors.
actors not user This will select all living actors except for the user.
actor x This will select the actor in slot x.
character x This will select the specific character with actor ID x.
enemies, existing enemies This will select all living enemies.
all enemies This will select all enemies, even dead.
dead enemies This will select only dead enemies.
enemies not user This will select all enemies except for the user.
enemy x This will select the enemy in slot x.
friends This will select the battler's alive allies.
all friends This will select the all of battler's allies, even dead.
dead friends This will select the battler's dead allies.
friends not user This will select the battler's allies except itself.
friend x This will select the battler's ally in slot x.
opponents This will select the battler's alive opponents.
all opponents This will select the all of the battler's opponents.
dead opponents This will select the battler's dead opponents.
opponent x This will select the battler's opponent in slot x.
all alive Selects all living actors and enemies.
all members Selects all living and dead actors and enemies.
all dead Selects all dead actors and enemies.
all not user This will select all living battlers except user.
focus Selects the active battler and its targets.
not focus Selects everything but the active battler and its targets.
prev target Requires Action Sequence Impact.

During <Target Actions>, this will get the previous target in the targets list.

next target Requires Action Sequence Impact.

During <Target Actions>, this will get the next target in the targets list.

$UnisonMemberX Requires Unison Attack.

Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag.

$UnisonMembers Requires Unison Attack.

Returns all of the participating Unison Skill members.

Battle Engine Core

This plugin is needed for everything here to work.

Action Sequence Pack 1


The following contains a list of the actions you can use inside the five
action sequences. Each action has a unique function and requires certain
formats to operate properly.

=============================================================================
ACTION ANIMATION: (target), (mirror)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays the animation assigned to the skill/item. The animation will
automatically select the skill's/item's assigned targets. If 'target' is
used, it will specify a target to play the animation on. If 'mirror' is
used, it will mirror the animation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: action animation
               action animation: target
               action animation: user, mirror
=============================================================================

=============================================================================
ACTION COMMON EVENT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays the common event found within the skill's/item's traits list. This
will only play the last common event on the list, following the game
engine's original process. Nothing else will continue on the action list
until the common event is finished (unless it is a forced action, in which
case, it will wait until the action is complete first).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: action common event
=============================================================================

=============================================================================
ACTION EFFECT: target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the target(s) to take damage/healing from the skill/item and
incurs any changes made to the target(s) such as buffs and states.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: action effect
=============================================================================

=============================================================================
ADD stat BUFF: target, (turns), (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Affects the target with 'stat' buff. Replace 'stat' with 'hp', 'mp', 'atk',
'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after the
target, it will buff the target by that many turns. Include 'show' and it
will show the target getting the buff applied in the battle log.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add atk buff: user, 3, show
               add def buff: target, 8
=============================================================================

=============================================================================
ADD stat DEBUFF: target, (turns), (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Affects the target with 'stat' debuff. Replace 'stat' with 'hp', 'mp',
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. If you include a number after
the target, it will debuff the target by that many turns. Include 'show' and
it will show the target getting the debuff applied in the battle log.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add atk debuff: user, 3, show
               add def debuff: target, 8
=============================================================================

=============================================================================
ADD STATE X: target, (show)
ADD STATE X, Y, Z: target (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Affects the target with X state (including Y and Z if used in that format).
If 'show' is included, it will display any state related messages.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add state 5: target
               add state 6, 7, 8: user, show
=============================================================================

=============================================================================
ANIMATION X: target, (mirror)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays animation X on target. 'Mirror' will cause the animation to appear
mirrored. Keep in mind that animations played on actors will automatically
be mirrored and setting the mirror option will reverse it and have it appear
unmirrored.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: animation 5: user
               animation 6: target, mirror
=============================================================================

=============================================================================
ANIMATION WAIT: X
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits x animaiton frames. Each frame for an animation does not last one game
frame, but instead, several. To make life easier, you can use this to have
the game wait x frames played for the animation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: animation 5: user
               animation 6: target, mirror
=============================================================================

=============================================================================
BGM: STOP
BGM: MEMORIZE
BGM: MEMORY
BGM: filename, (volume), (pitch), (pan)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the current background music at hand. 'Stop' will stop any BGM from
playing. 'Memorize' will memorize the current BGM. 'Memory' will replay the
memorized BGM if there is one playing. If you choose a filename (without the
filename extensions), the game will play that BGM instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: bgm: stop
               bgm: memorize
               bgm: memory
               bgm: Battle7
               bgm: Theme2, 80, 100, 0
=============================================================================

=============================================================================
BGS: STOP
BGS: MEMORIZE
BGS: MEMORY
BGS: filename, (volume), (pitch), (pan)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the current background sound at hand. 'Stop' will stop any BGS from
playing. 'Memorize' will memorize the current BGS. 'Memory' will replay the
memorized BGS if there is one playing. If you choose a filename (without the
filename extensions), the game will play that BGS instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: bgs: stop
               bgs: memorize
               bgs: memory
               bgs: City
               bgs: Darkness, 80, 100, 0
=============================================================================

=============================================================================
BREAK ACTION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will force the remainder of the action sequences for the part of the
skill/item to shut down and be skipped.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: break action
=============================================================================

=============================================================================
CAST ANIMATION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays an animation on the skill's user. Will not occur if the action is
an item or the user's default normal attack.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: cast animation
=============================================================================

=============================================================================
CLEAR BATTLE LOG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Clears all the messages at the top of the screen.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: clear battle log
=============================================================================

=============================================================================
CHANGE SWITCH X: on/off/toggle/switch z
CHANGE SWITCH X..Y: on/off/toggle/switch z
CHANGE SWITCH X TO Y: on/off/toggle/switch z
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes Game Switch X to on, off, toggle (switching between on/off), or
to whatever value the switch y is.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: change switch 1: on
               change switch 2..4: off
               change switch 5 to 8: toggle
               change switch 9: switch 5
=============================================================================

=============================================================================
CHANGE VARIABLE X = Y
CHANGE VARIABLE X += Y
CHANGE VARIABLE X -= Y
CHANGE VARIABLE X *= Y
CHANGE VARIABLE X /= Y
CHANGE VARIABLE X %= Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes variable X in the middle of the action sequence to be modified
by value Y. Y can be either an integer or a piece of code.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: change variable 1 = 2
               change variable 3 += 4
               change variable 5 -= 6
               change variable 7 *= 8
               change variable 9 /= 10
               change variable 11 %= 12
=============================================================================

=============================================================================
COLLAPSE: target, (force)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the target is to be dead at this point, this will be the point in the
action sequence where you can promt the game to kill the target as long
as the target has 0 HP. If you want to force the death of the target,
include the 'force' command after the targets.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: collapse: user
               collapse: target, force
=============================================================================

=============================================================================
COMMON EVENT: X
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays common event X at that point in the action sequence. Nothing else
will continue until the common event is finished (unless it is a forced
action, in which case, it will wait until the action is complete first).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: common event: 1
=============================================================================

=============================================================================
DEATH BREAK
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If a user were to die for any reason during the middle of the skill
(either via counter attack or reflection), this will force the remainder
of the action sequences for the part of the skill/item to shut down and
be skipped.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: death break
=============================================================================

=============================================================================
DISPLAY ACTION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Displays the action's name at the top of the battle log. It will remain
there until the battle log is cleared.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: display action
=============================================================================

=============================================================================
EVAL: code
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For those who'd like to do something that the current Battle Engine doesn't
support, you can use an eval function to have a piece of code occur. Users
beware, for those unfamiliar with JavaScript should avoid handling this
action sequence command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: eval: $gameParty.loseItem($dataItems[3], 10)
=============================================================================

=============================================================================
GAIN ITEM X: Y           LOSE ITEM X: Y
GAIN WEAPON X: Y         LOSE WEAPON X: Y
GAIN ARMOR X: Y          LOSE ARMOR X: Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Your party will gain/lose item x, weapon x, or armor x in the amount of
y. If you choose to omit y, it will default to 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: gain item 1: 20
               lose weapon 2
               gain armor 3: 50
=============================================================================

=============================================================================
GOLD +x
GOLD -x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Your party will gain/lose gold in the middle of battle by x amount.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: gold +2000
               gold -500
=============================================================================

=============================================================================
IF ... ELSE STATEMENTS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For those familiar with programming, you can use if...else statements to
perform different actions based on different conditions. Use 'if' to
specify a block of code to be executed, if a specified condition is true.
Use 'else'  to specify a block of code to be executed, if the same
condition is false. Use 'else if' to specify a new condition to test, if
the first condition is false. Use 'end' to specify where the conditions
are to end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example:
    if $gameSwitches.value(1)
        action effect
    else if $gameSwitches.value(2)
        action effect
        action effect
    else
        action effect
        action effect
        action effect
    end

*Note: You do not have to indent the code in between to work. It just
looks better that way in your action sequences.
=============================================================================

=============================================================================
IMMORTAL: targets, true/false
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sets the targets to a state of immortality so that they don't die in the
middle of an attack. This is to ensure every action effect goes through.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: immortal: targets true
=============================================================================

=============================================================================
HP +X: target, (show)
HP -X: target, (show)
HP +X%: target, (show)
HP -X%: target, (show)
HP +VARIABLE X: target, (show)
HP -VARIABLE X: target, (show)
HP +VARIABLE X%: target, (show)
HP -VARIABLE X%: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Target(s) gains HP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: hp +500: user
               hp -variable 5: target
               hp +25%: target
               hp -variable 7: user
=============================================================================

=============================================================================
ME: STOP
ME: filename, (volume), (pitch), (pan)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the battle to play a music fanfare. 'Stop' will stop any ME from
playing. If you choose a filename (without the filename extensions), the
game will play that ME instead. Using this option opens up access to the
volume, pitch, and pan control, all of which are optional to use. If no
values are inputed for volume, pitch, and pan, the game will use the
settings in this plugin's parameters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: me: stop
               me: Victory1
               me: Darkness, 80, 100, 0
=============================================================================

=============================================================================
MOTION WAIT: target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Makes the game wait 12 frames if the target(s) performing the action is an
actor. If the target(s) is not an actor, no waiting will be done.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: motion wait: user
=============================================================================

=============================================================================
MP +X: target, (show)
MP -X: target, (show)
MP +X%: target, (show)
MP -X%: target, (show)
MP +VARIABLE X: target, (show)
MP -VARIABLE X: target, (show)
MP +VARIABLE X%: target, (show)
MP -VARIABLE X%: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Target(s) gains MP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: mp +500: user
               mp -variable 5: target
               mp +25%: target
               mp -variable 7: user
=============================================================================

=============================================================================
PERFORM ACTION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes actors to step forward and swing their weapon, thrust it, however
the motion that is determined will be automatically done by the game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: perform action
=============================================================================

=============================================================================
PERFORM FINISH
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes actor to move back to its home spot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: perform finish
=============================================================================

=============================================================================
PERFORM START
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes actor to move forward from its home spot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: perform start
=============================================================================

=============================================================================
REFRESH STATUS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Refreshes the status window in the middle of an action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: refresh status
=============================================================================

=============================================================================
REMOVE stat BUFF: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Removes the 'stat' buff from target. Replace 'stat' with 'hp', 'mp', 'atk',
'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it  will show the
target getting the buff removed in the battle log.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: remove atk buff: user, show
               remove def buff: target
=============================================================================

=============================================================================
REMOVE stat DEBUFF: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Removes the 'stat' debuff from target. Replace 'stat' with 'hp', 'mp',
'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Include 'show' and it  will
show the target getting the debuff removed in the battle log.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: remove atk debuff: user, show
               remove def debuff: target
=============================================================================

=============================================================================
REMOVE STATE X: target (show)
REMOVE STATE X, Y, Z: target (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Removes X state (including Y and Z if used in that format) from target.
If 'show' is included, it will display any state related messages.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: remove state 5: target
               remove state 6, 7, 8: user, show
=============================================================================

=============================================================================
SE: filename, (volume), (pitch), (pan)
SE: PLAY OK
SE: PLAY CURSOR
SE: PLAY CANCEL
SE: PLAY BUZZER
SE: PLAY EQUIP
SE: PLAY SAVE
SE: PLAY LOAD
SE: PLAY BATTLE START
SE: PLAY ESCAPE
SE: PLAY ENEMY ATTACK
SE: PLAY ENEMY DAMAGE
SE: PLAY ENEMY COLLAPSE
SE: PLAY BOSS COLLAPSE 1
SE: PLAY BOSS COLLAPSE 2
SE: PLAY ACTOR DAMAGE
SE: PLAY ACTOR COLLAPSE
SE: PLAY RECOVERY
SE: PLAY MISS
SE: PLAY EVASION
SE: PLAY MAGIC EVASION
SE: PLAY REFLECTION
SE: PLAY SHOP
SE: PLAY USE ITEM
SE: PLAY USE SKILL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the battle to play a Sound Effect. If you choose a filename (without
the filename extensions), the game will play that ME instead. Using this
option opens up access to the volume, pitch, and pan control, all of which
are optional to use. If no values are inputed for volume, pitch, and pan,
the game will use the settings in this plugin's parameters. Using the action
sequences with 'play x' in them will cause the game to play a system sound
set within RPG Maker's database.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: se: play enemy attack
               se: Ice1
               se: Laser2, 80, 100, 0
=============================================================================

=============================================================================
TP +X: target, (show)
TP -X: target, (show)
TP +X%: target, (show)
TP -X%: target, (show)
TP +VARIABLE X: target, (show)
TP -VARIABLE X: target, (show)
TP +VARIABLE X%: target, (show)
TP -VARIABLE X%: target, (show)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Target(s) gains TP equal to X values. To show the popup, insert 'show'
after the target in the action sequence line. Including 'show' is
entirely optional. If 'show' is omitted, no popup will be displayed. For
TP to actually show popups, another plugin is needed to display TP popups.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: tp +500: user
               tp -variable 5: target
               tp +25%: target
               tp -variable 7: user
=============================================================================

=============================================================================
WAIT: frames
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Makes the game wait a certain amount of frames before going on to the
next action in the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait: 60
=============================================================================

=============================================================================
WAIT FOR ANIMATION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all animations to finish before going on to the next action in
the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for animation
=============================================================================

=============================================================================
WAIT FOR EFFECT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all effects to finish playing before continuing on.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for effect
=============================================================================

=============================================================================
WAIT FOR MOVEMENT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battler movements to finish before going on to the next
action in the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for movement
=============================================================================

=============================================================================
WAIT FOR NEW LINE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for a new line to appear in the log window before going on to the
next action in the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for new line
=============================================================================

=============================================================================
WAIT FOR POPUPS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all popups to finish playing before going on to the next action.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for popups
=============================================================================

Action Sequence Pack 2


The following contains a list of the actions you can use inside the five
action sequences. Each action has a unique function and requires certain
formats to operate properly.

=============================================================================
ATTACK ANIMATION: target, (mirror)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Displays the active battler's attack animation on the target(s). This will
be the animation determined by the actor's weapon(s). If it's an enemy, it
will be determined by the enemy's attack animation. If 'mirror' is used,
the animation will be flipped.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: attack animation: target
=============================================================================

=============================================================================
ENEMY EFFECT: target, effect-type
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This affects enemies only. Makes the target display either a 'whiten' effect
or a 'blink' effect.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: enemy effect: targets, whiten
               enemy effect: targets, blink
=============================================================================

=============================================================================
FACE target: args
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FACE target1: FORWARD
FACE target1: BACKWARD
FACE target1: HOME
FACE target1: AWAY FROM HOME
FACE target1: POINT, x coordinate, y coordinate
FACE target1: AWAY FROM POINT, x coordinate, y coordinate
FACE target1: target2
FACE target1: AWAY FROM target2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will cause the battler to face a certain direction. Arguments can be
used in the above formats. This action sequence command will cause target1
to face any of those directions. If target2 is used, then target1 will face
directions relative to target2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: face user: forward
               face target: backward
               face enemies: home
               face allies: away from home
               face target: point, 20, 40
               face target: away from point, 500, 600
               face user: target
               face target: away from user
=============================================================================

=============================================================================
FADE OUT: (frames)
FADE IN: (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fades the screen out and fades the screen in respectively. You can set the
amount of frames for the fading process. If you omit frames, 60 frames will
be used by default.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: fade out
               fade in: 10
=============================================================================

=============================================================================
FLASH SCREEN: args
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FLASH SCREEN: WHITE, (frames)
FLASH SCREEN: RED, (frames)
FLASH SCREEN: ORANGE, (frames)
FLASH SCREEN: YELLOW, (frames)
FLASH SCREEN: GREEN, (frames)
FLASH SCREEN: BLUE, (frames)
FLASH SCREEN: PURPLE, (frames)
FLASH SCREEN: MAGENTA, (frames)
FLASH SCREEN: BLACK, (frames)
FLASH SCREEN: (red), (green), (blue), (intensity), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the game screen to flash a set color. If for the arguments, you use a
color name, it will use a premade flash setting. If you choose to use your
own settings, use the red, green, blue, intensity format to determine what
color flash you would like. Red, green, blue, and intensity settings range
from 0 to 255. If frames are used, that will be the duration of the screen
flash. If omitted, the default frame count will be 60 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flash screen: white
               flash screen: red, 45
               flash screen: 128, 170, 214, 170
               flash screen: 68, 68, 68, 170, 45
=============================================================================

=============================================================================
FLOAT target: (height), (frames)
FLOAT target: (height%), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the target to float into the air above the ground by height%. The
height is relative to the floating target. Using 100% means the target will
float above the ground 100% higher than its height. If no '%' sign is used,
the target will float that many pixels rather than a percentage of the
target's height. The frames determine how many frames it will take for the
target to reach that height. Using 0% for the height will bring the target
back to the ground.
Note: Floating only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: float user: 200%
               float enemies: 500, 30
               float target: 0%, 30
=============================================================================

=============================================================================
HIDE BATTLE HUD
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hides the battle hud to not obstruct any animations being played. You
can reveal the battle hud again using 'show battle hud'.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: hide battle hud
=============================================================================

=============================================================================
JUMP target: (height), (frames)
JUMP target: (height%), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the target to jump a height relative to the target itself. If the
target jumps a height of 200%, the height will be 200% of the target's
height. If no '%' sign is used, the target will jump that many pixels rather
than a percentage of the target's height. The frame count is how long the
target will be in the air. You can use this with the 'Move' action sequence
to make the target appear like it is jumping a distance.
Note: Jumping only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: jump user: 150%
               jump target: 300, 60
=============================================================================

=============================================================================
MOTION type: target, (no weapon)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MOTION WALK: target
MOTION STANDBY: target
MOTION CHANT: target
MOTION GUARD: target
MOTION DAMAGE: target
MOTION EVADE: target
MOTION ATTACK: target
MOTION THRUST: target
MOTION SWING: target
MOTION MISSILE: target
MOTION SKILL: target
MOTION SPELL: target
MOTION ITEM: target
MOTION ESCAPE: target
MOTION VICTORY: target
MOTION DYING: target
MOTION ABNORMAL: target
MOTION SLEEP: target
MOTION DEAD: target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Forces the target to perform the specific type of action in sideview. If you
issue an action sequence command for the target to perform 'attack', the
target will automatically determine based on the weapon it has equipped to
use either a thrust, swing, or missile motion. Attack, thrust, swing, and
missile will also display the target's weapon if the target has one.

If 'no weapon' is used after the target, no weapons will be displayed. This
effect will only work with the Thrust, Swing, and Missile motions.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: motion walk: user
               motion thrust: user, no weapon
=============================================================================

=============================================================================
MOVE target: args
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MOVE target1: HOME, (frames)
MOVE target1: RETURN, (frames)
MOVE target1: FORWARD, (distance), (frames)
MOVE target1: BACKWARD, (distance), (frames)
MOVE target1: POINT, x coordinate, y coordinate, (frames)
MOVE target1: target2, BASE, (frames), (offset)
MOVE target1: target2, CENTER, (frames), (offset)
MOVE target1: target2, HEAD, (frames), (offset)
MOVE target1: target2, FRONT BASE, (frames), (offset)
MOVE target1: target2, FRONT CENTER, (frames), (offset)
MOVE target1: target2, FRONT HEAD, (frames), (offset)
MOVE target1: target2, BACK BASE, (frames), (offset)
MOVE target1: target2, BACK CENTER, (frames), (offset)
MOVE target1: target2, BACK HEAD, (frames), (offset)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This is a move command. Arguments can be used in the above formats. This
action sequence command will move target1 to any of those locations listed
in the arguments. If it's towards target2, you must include what location
relative to target2 for target1 to travel to.
Note: Moving only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You may be curious about the optional (offset) argument there for some of
the entries. You can insert any of the below arguments in place of (offset):

  offset x +100
  offset x -200
  offset y +300
  offset y -400

This will allow you to offset the distance to the destination by a flat
amount. Positive numbers would indicate forward while negative numbers will
indicate backward.

  auto offset x +500
  auto offset x -600

However, if you use either of the above, depending on if the user is an
actor or enemy and depending on the target (if there is one) is an actor or
an enemy, it will move them into position accordingly.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: move user: home, 20
               move target: forward, 48, 12
               move enemy 1: point, 400, 300
               move enemy 2: point, 500, 250, offset x -50, offset y -50
               move actor 3: target, front base, 20
               move user: target, front base, 20, auto offset x -100
=============================================================================

=============================================================================
OPACITY target: x, (frames)
OPACITY target: x%, (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you
use 'frames', that will be the frame duration for the change in opacity for
the target.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: opacity user: 50%, 30
               opacity not focus: 0
=============================================================================

=============================================================================
SHOW BATTLE HUD
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the battle hud was hidden using 'hide battle hud', use this to show the
battle hud back within the player's screen.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: show battle hud
=============================================================================

=============================================================================
SHAKE SCREEN: (power), (speed), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9,
and the frames to alter the duration of the screen shaking. If those values
are omitted, they will default to 5 power, 5 speed, and 60 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: shake screen
               shake screen: 9
               shake screen: 3, 9, 30
=============================================================================

=============================================================================
TINT SCREEN: args
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TINT SCREEN: NORMAL, (frames)
TINT SCREEN: DARK, (frames)
TINT SCREEN: SEPIA, (frames)
TINT SCREEN: SUNSET, (frames)
TINT SCREEN: NIGHT, (frames)
TINT SCREEN: (red), (green), (blue), (gray), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tints the battle screen. If using the arguments 'normal', 'dark', 'sepia',
'sunset', or 'night' the screen will be be given a premade tint. If not,
then the arguments for red, green, blue, and gray values must be inputted
for the tint. Red, green, and blue can range from -255 to 255 while gray
will range from 0 to 255. If frames are used, that will be the duration for
which the screen will change to the tint. If omitted, the default amount of
frames used will be 60 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: tint screen: normal
               tint screen: sepia, 30
               tint screen: 68, -34, -34, 0
               tint screen: 68, -68, 0, 68, 45
=============================================================================

=============================================================================
WAIT FOR FLOAT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battler float changes to finish before going on to the next
action in the action sequence.
Note: Floating only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for float
=============================================================================

=============================================================================
WAIT FOR JUMP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battler jumps to finish before going on to the next action
in the action sequence.
Note: Jumping only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for jump
=============================================================================

=============================================================================
WAIT FOR OPACITY
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all battlers to finish changing opacity before going on to the
next action in the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for opacity
=============================================================================

Action Sequence Pack 3


The following contains a list of the actions you can use inside the five
action sequences. Each action has a unique function and requires certain
formats to operate properly.

=============================================================================
CAMERA CLAMP ON
CAMERA CLAMP OFF
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
By default, the camera clamp is on, which forces the camera to never pan
outside of the battlefield's boundaries. However, in the event you wish to
turn this off, use 'camera clamp off' to shut off the clamp. The clamp,
however, will be turned back on at the end of each 'perform finish' action.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: camera clamp on
               camera clamp off
=============================================================================

=============================================================================
CAMERA FOCUS: target, (location), (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CAMERA FOCUS: target, FRONT BASE, (frames)
CAMERA FOCUS: target, BASE, (frames)
CAMERA FOCUS: target, BACK BASE, (frames)
CAMERA FOCUS: target, FRONT CENTER, (frames)
CAMERA FOCUS: target, CENTER, (frames)
CAMERA FOCUS: target, BACK CENTER, (frames)
CAMERA FOCUS: target, FRONT HEAD, (frames)
CAMERA FOCUS: target, HEAD, (frames)
CAMERA FOCUS: target, BACK HEAD, (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will focus on a target(s) (refer to target typing) and a location. If
the location is omitted, the camera will focus on the target(s)'s center.
Note: The camera will not shift past screen boundaries.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: camera focus: user
               camera focus: target, front, 40
               camera focus: enemies, center, 30
=============================================================================

=============================================================================
CAMERA OFFSET: DIRECTION, DISTANCE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CAMERA OFFSET: LEFT, distance
CAMERA OFFSET: RIGHT, distance
CAMERA OFFSET: UP, distance
CAMERA OFFSET: DOWN, distance
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Offsets the camera a direction by (distance) amount.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: camera offset: left, 200
               camera offset: right, Graphics.boxWidth / 4
               camera offset: up, 300
               camera offset: down, $gameVariables.value(3);
=============================================================================

=============================================================================
CAMERA PAN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CAMERA PAN: LEFT, distance, (frames)
CAMERA PAN: RIGHT, distance, (frames)
CAMERA PAN: UP, distance, (frames)
CAMERA PAN: DOWN, distance, (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Pans the camera a direction a certain distance in pixels. You can use a
combination of left/right and up/down to perform a diagonal camera pan.
Using 'frames' will allow you to adjust the duration of the camera pan.
Omitting 'frames' will set the camera pan duration to 30 frames.
Note: The camera will not shift past screen boundaries.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: camera pan: left, 200
               camera pan: up, 250
               camera pan: right, 500, 60
               camera pan: down: 300, 60
=============================================================================

=============================================================================
CAMERA SCREEN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CAMERA SCREEN: TOP LEFT, (frames)
CAMERA SCREEN: FAR LEFT, (frames)
CAMERA SCREEN: BOTTOM LEFT, (frames)
CAMERA SCREEN: TOP CENTER, (frames)
CAMERA SCREEN: CENTER, (frames)
CAMERA SCREEN: BOTTOM CENTER, (frames)
CAMERA SCREEN: TOP RIGHT, (frames)
CAMERA SCREEN: FAR RIGHT, (frames)
CAMERA SCREEN: BOTTOM RIGHT, (frames)
CAMERA SCREEN: POINT, x, y, (frames)
CAMERA SCREEN: target, FRONT, (frames)
CAMERA SCREEN: target, BASE, (frames)
CAMERA SCREEN: target, BACK, (frames)
CAMERA SCREEN: target, FRONT CENTER, (frames)
CAMERA SCREEN: target, CENTER, (frames)
CAMERA SCREEN: target, BACK CENTER, (frames)
CAMERA SCREEN: target, FRONT TOP, (frames)
CAMERA SCREEN: target, TOP, (frames)
CAMERA SCREEN: target, BACK TOP, (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Moves the camera to a certain part of the screen. If you choose a target,
the camera will lock to that part of the target. Using (frames) will
determine the duration of the time the camera will move over to the target
location. Omitting (frames) will set the camera pan duration to 30 frames.
Note: The camera will not shift past screen boundaries.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: camera screen: top left
               camera screen: far right, 30
               camera screen: point, 400, 300, 60
               camera screen: user, base
               camera screen: targets, base, 60
=============================================================================

=============================================================================
RESET CAMERA: (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Resets the camera location back to default location, which is the center of
the battlefield. Using (frames) will allow you to adjust the duration in
which the camera resets. Omitting 'frames' will set the camera to reset in
30 frames.
Note: The camera will not shift past screen boundaries.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset camera
               reset camera: 30
=============================================================================

=============================================================================
RESET ZOOM: (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Resets the camera zoom back to default zoom, which is 100%. Using (frames)
will allow you to adjust the duration in which the zoom resets. Omitting
'frames' will set the zoom to reset in 30 frames.
Note: The camera will not shift past screen boundaries.
Note: Zooming only works with Sideview.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset zoom
               reset zoom: 30
=============================================================================

=============================================================================
WAIT FOR CAMERA
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for the camera to finish panning before going on to the next action in
the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for camera
=============================================================================

=============================================================================
WAIT FOR ZOOM
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for the zoom to finish changing before going on to the next action in
the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for zoom
=============================================================================

=============================================================================
ZOOM: x%, (frames)
ZOOM: x.y, (frames)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Zooms to x% or x.y rate. Using (frames) will allow you to adjust the
duration in which the zooming occurs. Omitting 'frames' will set the zoom
duration to 30 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: zoom: 200%
               zoom: 1.5, 45
=============================================================================

Battle System - ATB


You can make use of these extra ATB related action sequences.

=============================================================================
ATB CHARGE: target, X
ATB CHARGE: target, X%
ATB CHARGE: targets, +X
ATB CHARGE: targets, +X%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for ATB. Sets the target's ATB charge to X or X%. This only
applies when the target is in the ATB charge phase. This will not affect
the user to prevent mechanical issues.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: atb charge: targets, +5000
               atb charge: target, -50%
=============================================================================

=============================================================================
ATB GAUGE: target, X
ATB GAUGE: target, X%
ATB GAUGE: targets, +X
ATB GAUGE: targets, +X%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for ATB. Sets the target's ATB speed or charge (whichever the
user is currently filling up) to X or X%. This only. This will not affect
the user to prevent mechanical issues.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: atb gauge: targets, +5000
               atb gauge: target, -50%
=============================================================================

=============================================================================
ATB INTERRUPT: target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for ATB. If the target is in the charging phase, interrupt it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: atb interrupt: targets
=============================================================================

=============================================================================
ATB SPEED: target, X
ATB SPEED: target, X%
ATB SPEED: targets, +X
ATB SPEED: targets, +X%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for ATB. Sets the target's ATB speed to X or X%. This only
applies when the target is filling up its ATB gauge. This will not affect
the user to prevent mechanical issues.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: atb speed: targets, +5000
               atb speed: target, -50%
=============================================================================

Battle System - CTB


You can make use of these extra CTB related action sequences.

=============================================================================
CTB ORDER: target, +X
CTB ORDER: target, -X
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for CTB. Moves target's position in the turn order by +x or -x.
+x will make the target having to wait more before getting their turn while
-x will make the target having to wait less. The effect is minimal and will
only last for the current turn cycle.
* Note: If you use this for multiple targets, each target will shift turns
individually at a time.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: ctb order: target, -2
               ctb order: target, +3
=============================================================================

=============================================================================
CTB SPEED: target, X
CTB SPEED: target, X%
CTB SPEED: targets, +X
CTB SPEED: targets, +X%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usable only for CTB. Sets the target's CTB speed to X or X%. This only
applies when the target is filling up its CTB gauge. This will not affect
the user to prevent mechanical issues.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: ctb speed: targets, +5000
               ctb speed: target, -50%
=============================================================================

Action Cutin

This section only applies to you if you use Yanfly's Battle Engine Core and its action sequences. If you don't use either, you're free to ignore this section. This part of the document will be formatted like Yanfly's Action Sequence help file to bring about a sense of familiarity.

=============================================================================
ACTION CUTIN targets: arguments
(optional parameters)
TEMPLATE name
IMG filename
HUE value
BLENDMODE NORMAL
BLENDMODE ADDITIVE
BLENDMODE MULTIPLY
BLENDMODE SCREEN
BORDER THICKNESS value
BORDER COLOR color
SCREEN X value
SCREEN Y value
WIDTH value
HEIGHT value
SPEED X value
SPEED Y value
SHIFT X value
SHIFT Y value
SHIFT FRAMES value
FLASH ON
FLASH OFF
SHAKE ON
SHAKE OFF
SOUND ON
SOUND OFF
DURATION value
OPACITY SPEED value
FORCED SCALE value
FORCED ANTIALIAS ON
FORCED ANTIALIAS OFF
FORCED OFFSET x y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays an action cutin during the action sequence. The action cutin will use the
default cutin settings unless you use the optional arguments listed. The following below explain what each argument does:
Template: picks a template from the Plugin Parameters matching the name used
Img: picks a speedline graphic of a matching filename from img/pictures/
Hue: changes the speedline graphic's hue (pick a number between 0 and 360)
BlendMode: changes the blend mode of the speedline graphic
Border Thickness: changes the border thickness to 'value'
Border Color: changes the color of the border to 'color'
Screen X: sets the speedline graphic's left x position to 'value'
Screen Y: sets the speedline graphic's middle y position to 'value'
Width: sets the speedline graphic's width to 'value'
Height: sets the speedline graphic's height to 'value'
Speed X: sets the speedline's x movement speed to 'value'
Speed Y: sets the speedline's y movement speed to 'value'
Shift X: sets the distance the face cutin travels horizontally to 'value'
Shift Y: sets the distance the face cutin travels vertically to 'value'
Shift Frames: sets the time in frames the face cutin travels in 'value'
Flash On/Off: Turns on/off the default Screen Flash for this action cutin
Shake On/Off: Turns on/off the default Screen Shake for this action cutin
Sound On/Off: Turns on/off the default Sound Effect for this action cutin
Duration: sets the duration of the action cutin to 'value'
Opacity Speed: sets the opacity speed ford fading in/out to 'value'
Forced Scale: If used, forces all cutins to use this scale 'value'
Forced AntiAlias On/Off: If used, forces anti-alias to be on/off
Forced Offset: If used, forces face cutin to be offset by 'x' and 'y' pixels
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: Action Cutin User
Action Cutin Allies: template Horizontal
Action Cutin Targets: template Vertical, Hue 360, BlendMode Normal
=============================================================================

Action Sequence Impact

Prev Target, Next Target

Before I begin on the Action Sequences, I want to say there's two new additions to the targeting mechanism. You know the parts where you put in "user" or "targets"? Now, during the <Target Actions> phase, you can use either "Prev Target" or "Next Target" to grab either the previous one or the next target in the list.

New Stuff

This part of the document will now be formatted like Yanfly's Action Seq help file to bring about a sense of familiarity.

Balloon
=============================================================================
BALLOON type: targets
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Plays a balloon emote that you normally see on the map scene but in battle
instead. For types, replace that word with any of the following:

     !
     Exclamation

     ?
     Question

     Music
     Note
     Music Note

     Heart

     Anger
     Pissed

     Sweat

     Cobweb

     Silence
     ...

     Lightbulb
     Idea

     zzz
     Sleep

     User-Defined 1
     User-Defined 2
     User-Defined 3
     User-Defined 4
     User-Defined 5
     User1
     User2
     User3
     User4
     User5

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: balloon heart: user
               balloon !: target
=============================================================================
Move Type

=============================================================================
MOVE TYPE: target, easing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Changes the way the target moves (until the end of the skill/item is done)
using easing. Replace 'easing' with any of the following:

     Linear ......... No easing, no acceleration

     InSine ......... Slight acceleration from zero to full speed
     OutSine ........ Slight deceleration at the end
     InOutSine ...... Slight accel. at beginning and slight decel. at end

     InQuad ......... LV2 Accelerating from zero velocity
     OutQuad ........ LV2 Decelerating to zero velocity
     InOutQuad ...... LV2 Acceleration until halfway, then deceleration

     InCubic ........ LV3 Accelerating from zero velocity
     OutCubic ....... LV3 Decelerating to zero velocity
     InOutCubic ..... LV3 Acceleration until halfway, then deceleration

     InQuart ........ LV4 Accelerating from zero velocity
     OutQuart ....... LV4 Decelerating to zero velocity
     InOutQuart ..... LV4 Acceleration until halfway, then deceleration

     InQuint ........ LV5 Accelerating from zero velocity
     OutQuint ....... LV5 Decelerating to zero velocity
     InOutQuint ..... LV5 Acceleration until halfway, then deceleration

     InExpo ......... Accelerate exponentially until finish
     OutExpo ........ Initial exponential acceleration slowing to stop
     InOutExpo ...... Exponential acceleration and deceleration

     InCirc ......... Increasing velocity until stop
     OutCirc ........ Start fast, decreasing velocity until stop
     InOutCirc ...... Fast increase in velocity, fast decrease in velocity

     InBack ......... Slow movement backwards then fast snap to finish
     OutBack ........ Fast snap to backwards point then slow to finish
     InOutBack ...... Back In, then Back Out

     InElastic ...... Bounces slowly then quickly to finish
     OutElastic ..... Fast acceleration, bounces to zero
     InOutElastic ... Slow start and end, two bounces sandwich a fast motion

     InBounce ....... Bounce increasing in velocity until completion
     OutBounce ...... Bounce to completion
     InOutBounce .... Bounce in and bounce out

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: move type: user, InOutBack
               move type: target, OutBounce
=============================================================================
Move Offset

=============================================================================
MOVE target OFFSET: +X, +Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use this after a Move Action Sequence. This lets you adjust the movement
location goal of the target by +x and +y. You can use negative numbers, too.
A positive number will mean further past the goal. A negative number means
before the goal. This is done this way to not have absolutes making tricky
calculations depending on which way the battler is facing
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: move user offset: +100, +0
               move target offset: -50, +25
=============================================================================
Projectile

=============================================================================
PROJECTILE ICON id: START x y, GOAL x y
PROJECTILE ICON id: START target, GOAL target

PROJECTILE ANI id: START x y, GOAL x y
PROJECTILE ANI id: START target, GOAL target
PROJECTILE ANIMATION id: START x y, GOAL x y
PROJECTILE ANIMATION id: START target, GOAL target

(optional parameters)
DURATION d
ARC a
EASE type
SPIN s
ICON SCALE i
ANGLE
START OFFSET +x +y
START OFFSET -x -y
GOAL OFFSET +x +y
GOAL OFFSET -x -y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace id with either the icon index or the battle animation graphic you
want to use with the projectile. Choose a starting X and Y position or link
it to a target. Then choose a goal X and Y position or link that to a target
too. The rest of the parameters are optional and can be used in any order
you want, but I'll go through each of them.

If the starting targets have more than one member in them, projectiles will
be spawned from each target as a source. If the goal targets have more than
one member, projectiles will be made for each target. This means for each
source and each goal, a projectile will be made.

Duration: replace the d with the number of frames of duration. Default: 20
Arc: replace the a with the maximum arc height in pixels
Ease: replace type with an easing type from the Move Type list above
Spin: replace s with how fast you want the projectile to spin.
Icon Scale: replce i with the scale you want to increase your icons by
Angle: If you want the projectile to "arrow head" towards its goal, use this
Start Offset: lets you adjust the x and y offset of the starting position
Goal Offset: lets you adjust the x and y offset of the goal position

You can use as many projectiles on the screen at once as you want.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: projectile icon 161: start user, goal target
               projectile ani 71: start user, goal target

projectile icon 176: duration 60, arc 300, spin 1.5
projectile ani 71: duration 60, arc 50, ease InOutBack, angle
=============================================================================
Wait for Projectile

=============================================================================
WAIT FOR PROJECTILE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waits for all the projectiles on the screen to reach their targets before
moving on with the rest of the Action Sequence list.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: wait for projectile
=============================================================================
Afterglow

=============================================================================
AFTERGLOW target

(optional parameters)
SCALE s
BRIGHTNESS b
DURATION d
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Makes an afterglow effect on the target.

Scale: replace s with the scale of the glow.
Brightness: replace b with how bright the effect is.
Duration: replace d with the duration of the effect in frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: afterglow user
               afterglow target: scale 1.5
               afterglow target: brightness 2
               afterglow user: duration 20
               afterglow user: scale 2, brightness 4, duration 60
=============================================================================
Apply Icon, Remove Icon

=============================================================================
APPLY ICON id: target
REMOVE ICON id: target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Apply/Remove icon effect for the target. Replace id with an icon index.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: Apply Icon 2: target
               Remove Icon 1: user
=============================================================================
Color Break

=============================================================================
COLOR BREAK

(optional parameters)
INTENSITY i
DURATION d
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Makes the colors on the screen break up before coming back together.

Intensity: Replace i with the intensity level of the break effect.
Duration: Replace d with the duration of the effect in frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: color break
               color break: intensity 30
               color break: duration 20
               color break: intensity 60, duration 10
=============================================================================
Motion Blur

=============================================================================
MOTION BLUR target

(optional parameters)
VELOCITY x y
OFFSET o
DURATION d
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Makes a motion blur effect on the target before dissolving.

Velocity: Replace x and y with the horizontal and vertical velocity power.
Offset: Replace o to determine how much to offset this effect by.
Duration: Replace d with the duration of the effect in frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: motion blur user
               motion blur target: velocity 30 60
               motion blur target: offset 10
               motion blur target: duration 20
               motion blur user: velocity 40 40, offset 100, duration 60
=============================================================================
Shockwave

=============================================================================
SHOCKWAVE: CENTER x y
SHOCKWAVE: CENTER target

(optional parameters)
AMPLITUDE a
WAVELENGTH w
SPEED s
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(requires Olivia's Battle Impact plugin)
Makes a shockwave at either X, Y coordinates or at a target's center.

Amplitude: Replace a with how powerful you want the amplitude to be.
Wavelength: Replace w with how big the wavelengths are.
Speed: Replace s with how fast it is. Use a number between 0 and 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: shockwave: center 300 400
          shockwave: center target
          shockwave: center target, amplitude 30
          shockwave: center target, wavelength 160
          shockwave: center user, speed 0.2
          shockwave: center user, amplitude 20, wavelength 120, speed 0.1
=============================================================================

Damage Core

If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
damage related action sequences.

=============================================================================
BYPASS DAMAGE CAP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will override all damage caps. This is applied to healing, too.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: bypass damage cap
=============================================================================

=============================================================================
DAMAGE CAP: x
HEALING CAP: x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This sets the action's damage cap to x, overriding all over damage caps in
play except its own. This will also apply to healing, too.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: damage cap: 999
               healing cap: 999999
=============================================================================

=============================================================================
DAMAGE RATE: x%
DAMAGE RATE: x.y
DAMAGE RATE: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the damage rate across all types of damage (physical, magical,
and certain hit). The damage rate is reset at the end of each action
sequence. If you use a variable, it is treated as a percentage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: damage rate: 50%
               damage rate: 8.667
               damage rate: variable 3
=============================================================================

=============================================================================
FLAT DAMAGE: +x
FLAT DAMAGE: -x
FLAT DAMAGE: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This adds a flat damage across all types of damage (physical, magical, and
certain hit). The flat damage is reset at the end of each action sequence.
If you use a variable, it is added onto the damage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flat damage: +100
               flat damage: -250
               flat damage: variable 3
=============================================================================

=============================================================================
FLAT GLOBAL: +x
FLAT GLOBAL: -x
FLAT GLOBAL: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This adds a flat global damage and heal across all types of damage
(physical, magical, and certain hit). The flat damage and heal is reset at
the end of each action sequence. If you use a variable, it is added onto the
damage and heal.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flat global: +100
               flat global: -250
               flat global: variable 3
=============================================================================

=============================================================================
FLAT HEAL: +x
FLAT HEAL: -x
FLAT HEAL: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This adds a flat heal across all types of damage (physical, magical, and
certain hit). The flat heal is reset at the end of each action sequence.
If you use a variable, it is added onto the heal.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flat heal: +100
               flat heal: -250
               flat heal: variable 3
=============================================================================

=============================================================================
GLOBAL RATE: x%
GLOBAL RATE: x.y
GLOBAL RATE: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the damage and healing rates across all types of damage
(physical, magical, and certain hit). The damage and healing rates are reset
at the end of each action sequence. If you use a variable, it is treated as
a percentage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: global rate: 50%
               global rate: 8.667
               global rate: variable 3
=============================================================================

=============================================================================
HEAL RATE: x%
HEAL RATE: x.y
HEAL RATE: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the healing rate across all types of damage (physical, magical,
and certain hit). The healing rate is reset at the end of each action
sequence. If you use a variable, it is treated as a percentage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: heal rate: 50%
               heal rate: 8.667
               heal rate: variable 3
=============================================================================

=============================================================================
RESET DAMAGE CAP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will reset the damage cap implemented by the Damage Cap action
sequence. This will also reset the effects of the Bypass Damage Cap
action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset damage cap
=============================================================================

=============================================================================
RESET DAMAGE MODIFIERS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will cause all damage and healing modifiers caused by action sequences
to reset. While they normally reset at the end of each action sequence, this
will allow you to do it manually.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset damage modifiers
=============================================================================

Armor Scaling


If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
armor scaling related action sequences.

=============================================================================
ARMOR PENETRATION: X
ARMOR PENETRATION: X%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the skill to have a global armor pentration property of either x or
x% rate. This property is reset at the end of the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: armor penetration: 20
               armor penetration: 30%
=============================================================================

=============================================================================
ARMOR REDUCTION: X
ARMOR REDUCTION: X%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes the skill to have a global armor reduction property of either x or
x% rate. This property is reset at the end of the action sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: armor reduction: 20
               armor reduction: 30%
=============================================================================

=============================================================================
RESET ARMOR PENETRATION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Resets global set armor penetration properties.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset armor penetration
=============================================================================

=============================================================================
RESET ARMOR REDUCTION
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Resets global set armor reduction properties.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: reset armor reduction
=============================================================================

Critical Control


If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
damage related action sequences.

=============================================================================
CRITICAL MULTIPLIER: x%
CRITICAL MULTIPLIER: x.y
CRITICAL MULTIPLIER: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the critical multiplier for the skill/item until the end of the
action sequence. This will only take effect if there is a critical hit. If
you use a variable, it is treated as a percentage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: critical multiplier: 50%
               critical multiplier: 8.667
               critical multiplier: variable 3
=============================================================================

=============================================================================
FLAT CRITICAL: +x
FLAT CRITICAL: -x
FLAT CRITICAL: VARIABLE x
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This changes the flat critical increase for the skill/item until the end of
the action sequence. This will only take effect if there is a critical hit.
This will automatically adjust for damage or healing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: flat critical: +100
               flat critical: -250
               flat critical: variable 3
=============================================================================

=============================================================================
FORCE CRITICAL
FORCE NO CRITICAL
NORMAL CRITICAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This forces the following action effects in the action sequence to either
always be a critical hit or not a critical hit ignoring all other factors.
Using 'normal critical' will reduce the following action effects to use the
regular critical hit rate calculation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: force critical
               force no critical
               normal critical
=============================================================================

Element Core

If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
damage related action sequences.

=============================================================================
ADD ELEMENT: X
ADD ELEMENT: X, X, X
ADD ELEMENT: NAME
ADD ELEMENT: NAME, NAME, NAME
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will add more elements to the currently existing elements. This will
not include forced elements.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: add element: 4
               add element: 5, 6, 7
               add element: fire
               add element: ice, wind, water
=============================================================================

=============================================================================
CLEAR ELEMENT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will clear any ___ Element action sequence settings and revert element
calculation back to normal.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: clear element
=============================================================================

=============================================================================
FORCE ELEMENT: X
FORCE ELEMENT: X, X, X
FORCE ELEMENT: NAME
FORCE ELEMENT: NAME, NAME, NAME
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will override elemental settings for elemental damage rate calculations
except for customized calculations that aim at specific elements.  This will
ignore all other elements.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: force element: 4
               force element: 5, 6, 7
               force element: fire
               force element: ice, wind, water
=============================================================================

=============================================================================
NULL ELEMENT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will force the elements to null. Calculated elemental damage will
always return neutral rate. Using this will clear the Force Element action
sequence effect.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: null element
=============================================================================

Improved Battlebacks

If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
damage related action sequences.

=============================================================================
BATTLEBACK id ADD: folder, filename
BATTLEBACK id ADD: folder, filename, hue
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter as a number larger than 2
(i.e. 3 or above). Replace 'folder' with the exact folder name in your
project's 'img' folder (case sensitive). Replace 'filename' with the image
filename without the file extension (case sensitive). If 'hue' is used,
replace 'hue' with a number between 0 and 360 to change the hue of the image
used. This will add a new battleback stacked on top of battlebacks 1 and 2
with higher ID's being on top. When newly added, the new battleback will
start at opacity 0 and fade in with a duration of 20 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 3 add: battlebacks1, GrassMazePool
               battleback 4 add: battlebacks2, GrassMaze, 180
=============================================================================

=============================================================================
BATTLEBACK id REMOVE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter as a number larger than
2 (i.e. 3 or above). This will remove the battleback from being shown. When
this command is used, the battleback will fade with a duration of 20 frames.
Once it reaches 0 opacity, the battleback will be removed from the battle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 3 remove
               battleback 4 remove
=============================================================================

=============================================================================
BATTLEBACK id CHANGE TO: folder, filename
BATTLEBACK id CHANGE TO: folder, filename, hue
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Replace 'folder' with
the exact folder name in your project's 'img' folder (case sensitive).
Replace 'filename' with the image filename without the file extension (case
sensitive). This will change the designated battleback's image to use the
desired image depicted by the folder and filename. If 'hue' is used, replace
'hue' with a number between 0 and 360 to change the hue of the image used.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 change to: parallaxes, SeaofClouds
               battleback 2 change to: battlebacks2, Ship, 180
=============================================================================

=============================================================================
BATTLEBACK id FADE OUT
BATTLEBACK id FADE OUT: duration
BATTLEBACK id FADE IN
BATTLEBACK id FADE IN: duration
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. This will cause the
designated battleback to fade out/in. If 'duration' is used, replace it with
a number to indicate how many frames will be used for the fade out/in. If
no duration is specified, it will default to 20 frames.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 fade out
               battleback 2 fade out: 120
               battleback 1 fade in
               battleback 2 fade in: 180
=============================================================================

=============================================================================
BATTLEBACK id OPACITY: n
BATTLEBACK id OPACITY: n%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Replace 'n' with the
opacity value you wish to achieve (from 0 to 255) or replace 'n%' with the
opacity rate you wish to set the battleback to (from 0% to 100%). This will
set the designated battleback's opacity to that value. If there are any fade
in or out commands occurring as this command is issued, they'll be disabled.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 opacity: 127
               battleback 2 opacity: 50%
=============================================================================

=============================================================================
BATTLEBACK id SCROLL SPEED X: +n
BATTLEBACK id SCROLL SPEED X: -n
BATTLEBACK id SCROLL SPEED Y: +n
BATTLEBACK id SCROLL SPEED Y: -n
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Replace 'n' with the
value you wish to change the scroll speed X or scroll speed Y of. The higher
the 'n' value, the faster it scrolls.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 scroll speed x: +1
               battleback 1 scroll speed y: +2
               battleback 2 scroll speed x: -3
               battleback 2 scroll speed y: -4
=============================================================================

=============================================================================
BATTLEBACK id RESET SCROLL SPEED
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'id' with the battleback you wish to alter. Resets the scroll
speeds for X and Y back to 0.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: battleback 1 reset scroll speed
=============================================================================

Skill Core

Skill Cooldowns


If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
cooldown related action sequences.

=============================================================================
GLOBAL COOLDOWN: targets, +X
GLOBAL COOLDOWN: targets, -X
GLOBAL COOLDOWN: targets, X
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sets the cooldown for all of the targets to be adjusted by X value. This
applies to every skill that doesn't bypass cooldowns.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: global cooldown: target, +5
               global cooldown: user, -3
               global cooldown: enemies, 10
=============================================================================

=============================================================================
SKILL X COOLDOWN: targets, +Y
SKILL X COOLDOWN: targets, -Y
SKILL X COOLDOWN: targets, Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes skill X to be adjusted by Y value for the targets. This only applies
the specific skill x's cooldown.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: skill 10 cooldown: target, +5
               skill 12 cooldown: user, -3
               skill 15 cooldown: enemies, 10
=============================================================================

=============================================================================
SKILL TYPE X COOLDOWN: targets, +Y
SKILL TYPE X COOLDOWN: targets, -Y
SKILL TYPE X COOLDOWN: targets, Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Causes skill type X skills to be adjusted by Y value for the targets. This
only applies the specific skill type x skill's cooldown.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: skill type 1 cooldown: target, +5
               skill type 2 cooldown: user, -3
               skill type 5 cooldown: enemies, 10
=============================================================================

Unison Attack

Before I begin on the Action Sequences, I want to say there's two new additions to the targeting mechanism. You know the parts where you put in "user" or "targets"? There are new target typings to choose from.

  $UnisonMember1
  - Selects the first participating member of a Unison Attack. This will be
  the skill user whose using the first listed skill in <Unison Skill: x>
  notetag list.
  $UnisonMember2
  - Selects the 2nd participating member of a Unison Attack. This will be
  the skill user whose using the 2nd listed skill in <Unison Skill: x>
  notetag list.
  $UnisonMember3
  - Selects the 3rd participating member of a Unison Attack. This will be
  the skill user whose using the 3rd listed skill in <Unison Skill: x>
  notetag list.
  $UnisonMember4
  - Selects the 4th participating member of a Unison Attack. This will be
  the skill user whose using the 4th listed skill in <Unison Skill: x>
  notetag list.

And so on...

  $UnisonMembers
  - Selects all participating members of a Unison Attack.

Weapon Swap System

If you are using YEP Battle Engine Core, there is an action sequence that lets you switch weapons for the actor in the middle of an action sequence:

Weapon Swap: targets, x
or
Weapon Swap: targets, text
or
Swap Weapon: targets, x
or
Swap Weapon: targets, text

Use x with the weapon type ID in the Database Type tab. Or use text and replace it with the name of the weapon type. If you use the name of the weapon type, type it out exactly as it is spelled because it is case sensitive.

Weather In Battle

If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
damage related action sequences.

=============================================================================
WEATHER: type, (power), (duration)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'type' with either 'none', 'rain', 'storm', or 'snow'.
Replace 'power' with a value between 1 and 9.
Replace 'duration' with the number of frames you want the change to be.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Usage Example: weather: rain, 5, 20
               weather: storm, 7, 60
               weather: snow, 9, 90
               weather: none, 1, 60
=============================================================================